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High Risk Items

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.

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 coded program needed to unlock the nuclear self-destruct device, which can destroy the entire ship!

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, stick it in the safe… anything rather than leaving it open for anyone to grab.

This item is a popular target for Mercenaries, who can track its location with a pinpointer device, so merely hiding it won't help.

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 phoron 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 - Rapid Construction Device

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.

Mashoe.png 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.

JetPack.gifJetpack black.gif 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 starts with blue Oxygen-filled jetpack and Mercenaries have both available.

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.

Icard.pngIntelicard 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.

High-risk items These are items that are often desired by traitors for themselves or as an objective for the Syndicate. Thieves who get caught with stealing one of these items are often charged with Grand Theft or even Syndicate Collaboration, given sufficient evidence.

Contents [hide] 1 Captain's Antique Laser Gun 2 Hand Teleporter 3 Captain's Jetpack 4 A Functional AI 5 Advanced Magboots 6 Station Blueprints 7 Secret Documents 8 Plutonium Core 9 28 Moles of Plasma (Full Tank) 10 Unused Slime Extract 11 Medal of Captaincy 12 Hypospray 13 Nuclear Authentication Disk 14 Ablative Armor Vest 15 Reactive Teleport Armor Captain's Antique Laser Gun Captain's Antique Laser Gun Captain's Antique Laser Gun Found in: Captain's Quarters Used for: Shooting people. Description This is a special, engraved gun, made with real Assistant leather (which is odd because human skin makes terrible leather). This gun is kept in a glass case in the Captain's Quarters, but is hooked up with an anti-theft system. Breaking the case will trigger a lockdown, shutting and bolting all the doors out of the room, and the AI will be alerted. Keep this in mind, and plan your heist before you carry it out. 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. Hand Teleporter Hand Teleporter Hand Teleporter Found in: Teleporter Room, Captains Office Used for: Teleporting About Description 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 Abandoned 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 advised 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. Unlike large teleporter devices, the hand teleport makes two-way portals. There is a portal both at the hand teleporter's location, and the destination, meaning that it can also be used to extract people from high risk locations, as well as numerous other interesting uses.

Captain's Jetpack Captain's Jetpack Captain's Jetpack Found in: Captain's Quarters Used for: Propelling yourself in space, usable as oxygen supply Description The Captain has a unique oxygen-filled jetpack that can fit in a backpack while containing more gas than typical jetpacks.

A Functional AI A Functional AI A Functional AI Found in: Intellicards can be found in EVA, AIs are found in the AI core. Used for: Description An InteliCard must be used to take the AI from its chamber. InteliCards can be found on the Bridge and Tech Storage. Research and Development can also produce more, assuming they have the prerequisite research levels. Be careful! If you are the Traitor and your objective is to steal a functional AI, remember that AIs can be traitors too, and even regular Asimov AIs will not want to be carded without reason.

Advanced Magboots Advanced Magboots Advanced Magboots Found in: Chief Engineer's Office Used for: Not getting stuck when the gravity goes out. Description These magboots work similarly to normal magboots. The only difference is that they don't slow down the wearer.

Station Blueprints Station Blueprints Station Blueprints Found in: Chief Engineer's Locker Used for: Naming every room PRIMARY FART STORAGE Description These are the plans to make every part of the station, including the gravitational singularity engine. Using these you can rename existing areas into whatever you want, and create new areas that can have APCs and Air Alarms in them. You can also view the wire coloring scheme for Nanotrasen made devices.

Secret Documents Secret Documents Secret Documents Found in: The Vault, carried by certain Syndicate Agents. Used for: ??? Description Containing sensitive intelligence, research data, and other corporate secrets, these Top Secret documents are always in high demand by competitors. Nanotrasen keeps some of theirs in SS13's Vault, however the Syndicate will also accept secret documents from rival Syndicate factions. Syndicate agents will also occasionally carry some Syndicate documents that Nanotrasen would love to get their hands on. Centcom rewards enemy document deliveries with a large sum of cargo points. Just remember that it's the papers inside that's valuable, not the folder that carries it. They can also be photocopied while still being valid for the objective's completion. Plutonium Core Plutonium Core Plutonium Core Found in: Vault Used for: The blowing up of shit. Description The payload of the station's on-board nuke. Highly radioactive. Every Nanotrasen station is outfitted with an on-board self-destruct device, for those highly unlikely scenarios in which CentComm or the Captain nukes the station to hell. This nuke is powered by highly radioactive, extremely rare weapons-grade plutonium, which the Syndicate would love to get their hands on for their own nuclear purposes. They've even provided you with a special box to store the thing. The nuke is located in the Vault. To deconstruct the nuke, follow these steps: Use a special screwdriver (with a thin tip, traitors get this with the objective) to open the front panel Crowbar to pry off the front panel Welding tool, to cut into the warhead Crowbar to expose the core Nuke core container, to store the core, unless you like dying of radiation

IF YOU'RE STEALING THE CORE, DISABLE THE VAULT CAMERAS. THE AI WILL CUCK YOU FOR BREAKFAST. 28 Moles of Plasma (Full Tank) 28 Moles of Plasma (Full Tank) 28 Moles of Plasma (Full Tank) Found in: Atmos, Engineering, Science Used for: Carrying plasma. Description Plasma 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 plasma research. As Plasma 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 obtained from a Tank Storage Unit found in Toxins research, Engineering, Atmospherics, or ordered at the Cargo Bay. They must be filled (>1000 kPa) with Plasma Gas to successfully complete the “Steal a full plasma tank” Traitor objective. From a syndicate's point of view, failing to get these is almost impossible, much less accepted.

Unused Slime Extract Unused Slime Extract Unused Slime Extract Found in: Xenobiology Used for: Slime magic Description Slimes are new rare alien lifeforms that NanoTrasen managed to capture. Goo extracted from slimes is particularly valuable and sought after by competition. Its unusual properties have led to rumors of supernatural abilities. Slime Extract need to be extracted from baby Slimes, typically held in Xenobiology. Once subdued, use the slime processor to extract the goo. Be warned, extract cannot be taken from adult Slimes!

Medal of Captaincy Medal of Captaincy Medal of Captaincy Found in: The Captain's jumpsuit, Captain's Quarters Used for: Validating your claim as captain Description Nothing is more disgraceful than a Captain losing their symbol of command. And because enemy agents love to discredit and shame NanoTrasen, the theft of station command medals are on the rise for just this reason. There are two Medals of Captaincy on each station, Captain starts with one attached to his jumpsuit and second can be found in the medal box in his office.

Hypospray Hypospray Hypospray Found in: Chief Medical Officer's locker Used for: Injecting people with chemicals Description An experimental high-end chemical injector which allows for instant injections into any organism. Given to the station's Chief Medical Officer to field test, who is usually very protective of it.

Nuclear Authentication Disk Nuclear Authentication Disk Nuclear Authentication Disk Found in: Captain's Quarters Used for: Blowing up the station Description GET DAT FUKKEN DISK This disk contains the codes needed to unlock nuclear devices used in Nuclear Emergency and Blob to destroy the entire station. If you are 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. Its location can be tracked with a pinpointer, so merely hiding it won't help you. Destroying or spacing the disk will cause it to respawn in a random pre-designated location on the station. Also, syndicates love getting their grubby little red space suited hands on this. If the object gets in their hands, call all hands on deck and say “We're fucked”, as a syndicate team with the disk is a good team at that.

Ablative Armor Vest Ablative Armor Vest Ablative Armor Vest Found in: Armory, Cargo Bay Used for: Deflecting energy weaponry Description An expensive piece of military-grade gear that is designed to withstand or deflect fire from energy weapons. The capture of one of these vests could be used to bolster Syndicate research and military efforts. One of these is given to station security in the Armory, but more can be ordered from Cargo Bay in experimental gear crates.

Reactive Teleport Armor Reactive Teleport Armor Reactive Teleport Armor Found in: RD's Office Used for: Warping into space Description Experimental blue-space armor. While active, will attempt to protect it's wearer by displacing them away from physical harm. Due to its oversensitive sensors, it is not recommended for casual use. Can be found in the Research Director's Office.

https://tgstation13.org/wiki/High-risk_items

Head of Staff Equipment

This is a detailed list showcasing all the unique equipment the NT Heads of Staff have access too, that helps to further set themselves apart from their subordinates. This list will detail important and impactful items and clothing available to the Heads only. Contents [hide] 1 The Captain 1.1 Equipment 1.2 Clothing 2 Head of Personnel 2.1 Clothing 3 Head of Security 3.1 Equipment 3.2 Clothing 4 Research Director 4.1 Equipment 4.2 Clothing 5 Chief Medical Officer 5.1 Equipment 5.2 Clothing 6 Chief Engineer 6.1 Equipment 6.2 Clothing The Captain

Equipment Icon Item Info Spawns Id gold.png All Access ID The Captain is the only person on station, at least at shift start, to have all access to the entire station. From the depths of maintenance to his private quarters in the bridge. On the Captain, with a spare copy in his quarters NuclearDisk.gif Nuclear Authentication Disk Arguably the sole job of the Captain is to guard this! This disk is required to detonate a NT brand nuclear warhead. In the Captain's Quarters Tele.gif Hand Teleporter A unique device capable of teleporting the user to either a pre-set beacon or to a random location near the user. Dangerous, as it could launch you into space, but a great escape tool. In the Captain's Quarters Energy Gun.gif Energy Gun The Captain is one of four people who has access to an Energy Gun. This weapon serves as a powerful self-defence tool. In the Captain's Personal Locker Camera bug.gif Command Door Remote A tool that can remotly bolt, open or remove access restrictions to any door that requires command access. In the Captain's Personal Locker Clothing Icon Item Info Spawns CaptArmor.png Captain's SWAT Suit An advanced hardsuit that provides the highest protection of any armour on the entire station. Comes with a built-in helmet. Captain's Suit Storage Unit Jetpack-captain.gif Captain's Jetpack A classic Jetpack. Often sought by Traitors. Captain's Suit Storage Unit Head of Personnel

Icon Item Info Spawns Id gold.png All Access ID While the Head of Personnel does not start with All Access, he is one of only two people on the station who has the ability to alter ID access, including his own. This gives him an edge, but makes him a high value target. On Head of Personnel Ian.PNG Ian Arguably the sole job of the Head of Personnel is to guard him! Head of Personnel's Office Energy Gun.gif Energy Gun The Head of Personnel is one of four people who have access to a Energy Gun. This weapon is a powerful self-defence tool. Head of Personnel's Office Camera bug.gif Civilian Door Remote A civilian door remote tool; it can remotely bolt, open or remove access restrictions of any civilian level doors, usually meaning general access doors that everyone has access to. In the Head of Personnel's Personal Locker Clothing Icon Item Info Spawns Armor.png Armour Vest While not the best armour on the station, it is still better than what most people get. In the Head of Personnel's Personal Locker Head of Security

Equipment Icon Item Info Spawns Energy Gun.gif Energy Gun The Head of Security is the only person on station who spawns with a Energy Gun at shift start. Great for self defence, lethal or non-lethal. On Head of Security Multiphase gun stun.gif X-01 Multiphase Energy Gun Unique firearm only avaliable to the Head of Security. Functions as a upgraded Energy Gun, offering the usage of a 'stun' setting alongside the standard 'disable' and 'lethal' settings. Though it can only discharge five stun rounds before depleting its power source. Head of Security's Personal Locker RiotS.png Telescopic Shield A unique riot shield that can be retracted to fit inside backpacks. Head of Security's Personal Locker Implant Case.png Lockbox of Mindshield Implants Very useful items during any crew conversion game modes, otherwise useless. Head of Security's Personal Locker Clothing Icon Item Info Spawns Generic hos.png Armoured Trenchcoat/Beret Both are the second most powerful pair of armour avaliable on the station, and they suffer from no slow down. On Head of Security HoSRIG.png Head of Security's Hardsuit Head of Security issued Hardsuit. Has slightly more armour than a standard Hardsuit and comes with a inbuilt Hardsuit jetpack, allowing for better movement in space. Head of Security's Suit Storage Unit SWATMask.png SWAT Gas Mask A slightly more intimidating gask mask avaliable to the Head of Security. Head of Security's Personal Locker Research Director

Equipment Icon Item Info Spawns Brokenbottle.png The Research Department While not technically a item, but given time the RnD Department is capable of producing powerful and robust equipment. R&D Brokenbottle.png Laser Pointer Use to blind people or attempt to stun Cyborgs at range. Research Director's Personal Locker Brokenbottle.png Box of standard firing pins Use these to let you actually fire your new guns. Research Director's Personal Locker Brokenbottle.png Research Door Remote A research-door remote tool, can remotely bolt, open or remove access restrictions to any research door. Research Director's Personal Locker Clothing Icon Item Info Spawns Reactive Teleport Armor.png Reactive Teleport armor Unique form of armour. If struck by a attack it will teleport its user far away in a random direction. Generally won't space the user. Research Director's Personal Locker RDRIG.png Prototype Hardsuit A prototype Hardsuit. Fitted with the best explosive resistant materials known to mankind, and has a inbuilt research origin scanner that can detect a items deconstruction score if used for resarch. Research Director's Suit Storage Unit Chief Medical Officer

Equipment Icon Item Info Spawns Brokenbottle.png Hypospray A air needle autoinjector capable of instantly injecting a target with whatever chemical is loaded. Good for healing, or other non-medical related tasks. Comes pre-loaded with 30 units of omnizine, good for healing any damage. Chief Medical Officer's Personal Locker Brokenbottle.png Medical HUD Autoimplanter Single use autoimplanter that will implanter the wielder with a inbuilt medical HUD behind their eyes. Lets you have access to the Medical HUD without having to wear a pair of Health Scanner eye glasses Chief Medical Officer's Personal Locker Brokenbottle.png Compact Defibrillator A scaled down varient of the standard defibrillator. This version can be placed on a user's belt slot for rapid use in the field. Chief Medical Officer's Personal Locker Brokenbottle.png Medical Door Remote A medical-door remote tool, can remotely bolt, open or remove access restrictions to any medical door. Chief Medical Officer's Personal Locker Clothing Icon Item Info Spawns Brokenbottle.png Nitrile Gloves Pair of nitrile gloves, offers far greater protection from biological containimation than standard latex gloves. Chief Medical Officer's Personal Locker Brokenbottle.png Medical Hardsuit Unique Hardsuit avalible to the Chief Medical Officer. Offers no protection from flash based attacks, but has a inbuilt reagent scanner for scanning the contents of chemicals. Chief Medical Officer's Suit Storage Unit Chief Engineer

Equipment Icon Item Info Spawns Brokenbottle.png Rapid Piping Device (RPD) Piping equilivant of a Rapid Construction Device (RCD), can rapidly place down pipes of any variation. Functionally has a infinite charge. Chief Engineer's Personal Locker Brokenbottle.png Chief Engineers Toolbelt The Chief Engineers Toolbelt, aside from being snazzy, holds three unique tools that only the Chief Engineer has access to. The Hand Drill, a combination of a screwdriver and wrench. The Jaws of Life, a combination of a crowbar and wirecutters, with the added benefit of being able to force open powered or unpowered doors. As well as the Experimental Welding Tool, which holds 40 units of fuel and automaticlly, and freely, regenerates fuel over time. All tools also work significantly faster than their singular counterparts. On Chief Engineer Brokenbottle.png Hardsuit Jetpack Upgrade A upgrade module for any Hardsuit. When installed it gives the Hardsuit a inbuilt jetpack. Chief Engineer's Personal Locker Brokenbottle.png Station Blueprints A set of blueprints that offer three function. Firstly it can rename area's of the station. It can show the user every single action a wire has, such as which wire will depower a door. Finally it can also show the user the layout of every single pipe, wire and disposal tube on screen at once. Chief Engineer's Personal Locker Brokenbottle.png Engineering Door Remote A engineering-door remote tool, can remotely bolt, open or remove access restrictions to any engineering door. Chief Engineer's Personal Locker Clothing Icon Item Info Spawns Brokenbottle.png Engineering Scanner Goggles A advance pair of engineering goggles, they offer the user the ability to switch from a opical meson scan view mode or a T-Ray scan view mode. Chief Engineers Personal Locker Brokenbottle.png Advance Hardsuit Unique Hardsuit available to the Chief Engineer. Comes with a inbuilt Jetpack, offers compleate protection from fire hazards, near complete protection from radiation, a inbuilt geiger counter and is reasonablly armoured. Chief Engineers Suit Storage Unit Brokenbottle.png Advance Magboots Unique magboots avaliable to the Chief Engineer. When activated it will not slow down the user, thus allowing the Chief Engineer to move at best speed while on a tile being pushed by space wind, or a tile that is wet. Chief Engineers Suit Storage Unit

https://tgstation13.org/wiki/Guide_to_Head_of_Staff_Equipment

games/sc13/objects/high_risk.txt · Last modified: 2020/02/24 16:06 by 127.0.0.1

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