I’d imagine it to be a mobile device of some sort that would do the thing the anomaly generator does, but rather than randomly, it would summon it precisely where you put it, either destroying itself in the process, or requiring plasma to fuel it – maybe even both. Probably job-locked to sci, and would reasonably cost a considerable amount of TC to not be spammable. It would have some potential uses for creating distractions, could be combined with the omega C.H.I.M.P. cartridge to cause the anomaly to go critical near secure locations, maybe useful for some kill or steal item objectives.
Not sure if it would need any countdowns or timers, since it is just a fresh-spawned anomaly and is generally harmless until the first pulse happens. Given how anomalies are also pretty loud and most, if not all tend to show their presence through obvious physical effects, it would be reasonably easy to find too if you are near it. Given how syndicate already get access to things like power sinks, syndicate bombs and singularity beacons, this does not feel like something too far-fetched.
woe: chemical slime upon ye
(I could imagine this being like the “fake anom” that clown has on ss14… or is that just starlight)
literllly just a real anom flatpack
This sounds pretty on brand. And adds a bit more weight to anomalies as a whole.
Maybe we could get a kit that contains 2-3 anomaly beacons (to force the next one to spawn where the nearest beacon is placed to the generator) and a syndicate brand CHIMP gun so you can destabilize anomalies in general.
That way you still have to interact with the science department and this does not become a glorified wild magic grenade. It also reduces the powercreep of being able to detonate an anomaly anywhere you want, since others can discover and stop you before you perform the required steps.
And due to that extra step required, you get 2-3 to compensate.
as a followup to this: maybe worth considering a cheaper, non-job-specific single use grenade that you first link to an existing anomaly or an artifact, it memorises the node/type and when it is triggered it either does a pulse of the respective anomaly type or triggers the sampled node of the artifact (maybe requiring the correct stimulus), giving you a much weaker version of a posession anom or something like that, letting you prepare for doing objectives by collecting anom/arti samples.
I love this idea at first but it feels hard/weird to balance in terms of TC cost since artifact reactions can vary so much (cerebral influence - station wide destruction reactions). Of course it requires the stimulus and a bunch of luck but for the range of reactions it can cause its at the very least interesting to think about from a balancing perspective. From a Syndie’s perspective at roundstart unless theyre a scientist that KNOWS that the artifact reaction will be super destructive and/or disruptive to help achieve their goals, its rather worthless.