Syndicate Items: Difference between revisions

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=='''Syndicate Items'''==


<!--
These items can be bought through an [[#Syndicate_Uplink|uplink]] by [[Game Mode#Traitor|Traitors]] and (barring a few) [[Game Mode#Nuclear|Nuclear Operatives]].
table base form:


{|class="wikitable sortable"
==How to Get These Items==
!<abbr title="Can Nuclear operatives order this item?">Ops?</abbr>
{{anchor|Syndicate_Uplink}}
!Item
{{Item
!class="unsortable"|Icon
|bgcolor1 = #cccccc
!Cost
|bgcolor2 = #cccccc
!class="unsortable"|description
|name = Syndicate Uplink
!class="unsortable"|info
|image = normalpda.gif
|-
|foundin = Syndicate operatives spawn with one
|style="text-align:center; background-color:#19A974;"|Yes or No
|usedfor = Ordering syndicate items by a traitor or syndicate operative.
|item name
|strategy = Keep it locked. In case someone searches you they might look at your pda to see if it's an uplink.
|[[file:]]
|description = This is where the traitor gets all his fancy items. It's disguised as a PDA, the pen inside, or a headset. You will need to enter the code given into the ringtone selection in the messenger menu in your PDA, turn the pen or select a headset frequency.<br> From there, you can click on it and pick whatever item you want/need. However, you only have 20 telecrystals to use (In Nuke, the crystals are scaled to the population of the station. Every 10 people adds 10 crystals. Extra crystals for war ops), so choose wisely.<br> The nuke round radio and the headset can also self destruct, which can be used to destroy things like computers or gib people if dropped on top of them.
|style="text-align: center;"| cost
}}
|description and nested table for gun ammo


{|class="wikitable sortable"
==Discounts==
!class="unsortable"|icon
Up to three items are randomly discounted. These items can be found at the bottom of the page. The lower initial cost, the higher chance it will be discounted. You can not buy the item at discount price more than once! Hope for a 80% off Dark Mauler! (Yes, this is possible)
!class="unsortable"|name
!class="unsortable"|ammo types
!cost
|-
|[[file]]
|
|
|style="text-align: center;"|
|}


|
==Bundles and Telecrystals==
|}
-->
=Syndicate Items=
This is a hopefully comprehensive list of all the items [[Traitor]]s and [[Nuclear Operative]]s can obtain through their '''uplink''' by paying '''Telecrystals'''.<br>
The first section contains all the items a traitor can buy, with items available to nuclear operatives denoted by a green "Yes" in the appropriate column.<br>
The second section Contains items exclusive to nuclear operatives.


===Contract Kit===
{{anchor|Contract Kit}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = "Contract Kit"
|image = Contract uplink.gif
|foundin = Ordered via syndicate uplink, costs 20 telecrystals.
|usedfor = Completing kidnapping contracts for TC-rewards.
|strategy = A high risk, high reward choice for a traitor who wants a real challenge.
|description = '''20+ players only'''<br> The Syndicate have a number of urgent contracts for you to take on, become a contractor and complete them for TC and cash payments. Upon purchase, you'll be granted your own contract uplink embedded within a supplied tablet computer. Additionally, you'll be granted contractor gear to help with your mission. Comes supplied with the tablet, a specialist contractor space suit, [[#Chameleon_Kit|chameleon jumpsuit]] and [[#Chameleon_Kit|mask]], [[#Agent_ID_Card|agent card]], three randomly selected low cost items, and a unique, [[#Contractor Baton|electrified baton]]. Can include items from nuke ops.
Use the new contract uplink to select a contract, and bring the assigned target dead or alive to the designated drop off location. Call for the extraction pod and send them off for your payment, with much higher rewards for keeping them alive. Extracted targets will be sent to the [[Ninja|ninja]] jail and held for ransom by the Syndicate, alerting the crew after a small delay. Ransom will be payed automatically by [[Nanotrasen]], taking an amount of the station budget to offset the cost. These targets will later be returned to the station, with even targets brought and extracted dead being returned to the crew. The contractor always earns a portion of the ransom when they're extracted into their equipped ID.


==Your Uplink==
Victims that're extracted will have their items stored until they're brought back, with their items coming along with the pod they're dropped with. Extracted targets always get dropped back in the same area they were launched from.


{|
Aborting or completing contracts will make them unavailable to take on again, so be mindful of this when choosing which target to pick. Extraction will come when requested, but only if both yourself and the target is inside the dropoff location.  
|[[File:traitor.png]]
|Traitors by default have their PDA [[file:normalpda.gif]] serve as their uplink. This can be changed through game preferences into your headset[[file:headset.png]], your pen [[file:pen.png]] or a pre-installed [[#Uplink_Implant|uplink implant]] [[file:Implant_Case.png]](-4 starting TC).
The shop page is hidden for stealth purposes, and to unlock it you will need to either enter the special code you receive roundstart as your PDA's custom ringtone, select a special frequency on your special headset, or click you special pen, whichever you chose as your preference. The shop interface is divided into categories. Traitors start with 20 TeleCrystals, always.
|}


Some items are very expensive and require higher threat level. You can obtain threat level and telecrystals through doing objectives. How? In the category "objectives" you can select an objective by click-dragging it to an empty slot, which you will need to complete and then turn in for the TC and/or threat level reward. All syndicate agents know '''codewords''' with which to recognize each other on the station, but remember that '''traitors are not required to cooperate.'''
The average for the total TC you can earn with this kit is around 34 TC, with the minimum never being below 30, should you extract all your targets alive. This is on top of the actual value this kit gives you initially, making this an incredibly viable choice if you can justify a weaker early game, and feel up to the challenge.


Remember, there are '''discounts!''':
Currently, when first assigning yourself to the uplink, you'll always be given 6 contracts.
Up to three items, unique for each uplink, can be purchased *once* each for a randomly discounted price. Cheaper items get discounted more often and discounts tend to average around 50% off, but every once in a while you can hit the jackpot and get a revolver for 80% off.  


===Bundles===
Unique items are available to purchase with "Contractor Rep" through the available Hub inside the uplink. You acquire two Rep per completed contract, with four different purchases available:
{| class="wikitable sortable"
* '''Contractor Pinpointer - 1 Rep''': A pinpointer that only activates for its owner, which is the first person to activate it. Locks on to crew on the same z-level, ignoring suit sensors, but is much less accurate. Will show you're at the location when within ~25 units.
!<abbr title="Can Nuclear operatives order this item?">Ops?</abbr>
* '''Fulton Extraction Kit - 1 Rep''': Gives both a beacon and fulton kit to move targets/items across the station. Place the beacon down, and use the bag in hand to link it. Using the bag on items and crew will send them to the beacon. They must be outside - so in space or on lavaland - to be sent to the beacon.
!Item
* '''Reinforcements - 2 Rep''': Call in a Syndicate agent to help you with your mission. Role is polled to ghosts, and comes with very basic items and their own 0 TC uplink. When an agent is found, they'll be sent via pod, so be sure to call when by yourself.
! class="unsortable" |Icon
* '''Blackout - 3 Rep''': Cuts station power for a short duration.
!Cost
!Threat
! class="unsortable" |description
! class="unsortable" |info
|-
|style="text-align:center; background-color:#19A974;"|Yes
| id="Box_of_Throwing_Weapons" |Raw Telecrystals
|
|style="text-align: center;"|1
|0
|You can directly eject telecrystals out of your uplink, to be inserted into a different uplink. Useful for trading with other traitors, or potentially for putting into an uplink implant.
|
|-
|style="text-align:center; background-color:#FF4136;"|No
| id="Energy_Sword" |Syndie-Kit Tactical
|[[file:Syndibox.png|link=https://tgstation13.org/wiki/File:Syndibox.png]]
|style="text-align: center;"|20
|300
|A bundle of syndicate equipment collectively worth more than 25 telecrystals, and can include items not normally for sale in the uplink. Kits are all based around a certain theme. You can only purchase one Syndie-Kit, and you don't get to pick which kit you will receive. These are the tactical syndie kits, which are filled with tactical combinations of gear to assist you in your covert missions. Many tactical kits also include a syndicate encryption key, to coordinate with other agents and listen in on station comms. Different kits have different weights, so not all of them are equally likely.
{| class="wikitable sortable"
! class="unsortable" |Name
! class="unsortable" |Contents
!Notes
!Weight
|-
| id="9mm_Handgun_Magazine" |Recon
|X-ray goggles, bluespace launchpad, binoculars, syndicate spacesuit, EMP flashlight, 2 frag grenades, syndicate encryption key.
|Now one of the only ways to get xray vision, which is incredibly powerful.
|style="text-align: center;"|2
|-
| id="9mm_Incendiary_Handgun_Magazine" |Spy
|Agent ID, partial chameleon kit, chameleon no-slips, camera bug, AI detector, mulligan, switchblade, syndiecigs, EMP flashlight, chameleon projector, storage implant, syndicate encryption key
|Designed around stealth and deception. Now alright with the inclusion of the storage implant.
|style="text-align: center;"|3
|-
| id="9mm_Armor_Piercing_Magazine" |Stealth
|Energy bow, sleepy pen, radioactive microlaser, chameleon projector, syndie soap, thermal goggles, EMP flashlight,
radio jammer, syndicate encryption key
|Surprisingly versatile, and well-suited for assassination.
|style="text-align: center;"|2
|-
| id="9mm_Hollow_Point_Magazine" |Gun
|.357 Revolver, 2 speedloaders, chameleon holster, airlock override card, C4, and an outfit and clown mask.
|Elegant in its simplicity. Shoot the crew.
|style="text-align: center;"|2
|-
|Screwed
|Syndicate bomb, minibomb, power sink, syndicate spacesuit, syndicate encryption key
|Either you're screwed, or the station is.
|style="text-align: center;"|2
|-
|Murder
|Energy sword, thermal goggles, airlock override card, chameleon no-slips, minibomb, syndicate encryption key
|Do you like hurting other people?
|style="text-align: center;"|2
|-
|Implants
|Freedom implant, uplink implant, EMP implant, explosive implant, storage implant.
|The uplink implant is pre-charged with 10 TC. Be careful with that explosive implant.
|style="text-align: center;"|1
|-
|Hacker
|Hacked AI law upload module, cryptographic sequencer, airlock override card, binary encryption key, hacked Toy AI that uploads ion laws, AI detector, syndicate toolbox, camera bug, thermal goggles, Agent ID.
|Subvert the cyborgs or AI to do all your dirty work while your hands stay clean.
|style="text-align: center;"|3
|-
|Sabotage
|3 C4, 2 X4, camera bug, power sink, DETOmatix cartridge, syndicate toolbox, pizza bomb, EMP kit.
|Mass mayhem. Wonton destruction. Also, the duffel bag that carries the bombs has all of the storage space and none of the slowdown of a normal duffel bag - as long as you're okay with very blatantly wearing syndicate equipment.
|style="text-align: center;"|3
|-
|Sniper
|Sniper rifle, penetrator magazine, thermal goggles, and an outfit and clown mask.
|The sniper rifle is normally nuke-ops only and very powerful, though keep in mind you won't be able to purchase more ammo once you run out.
|style="text-align: center;"|1
|-
|Meta Ops
|Syndicate modsuit, bulldog shotgun, two shotgun magazines, explosive implant, 2 C4, airlock override card, cryptographic sequencer.
|Expect to be HEAVILY targeted by the crew while wearing the modsuit - but you're practically a junior nuclear operative now. Keep in mind that unlike the nuke op weapons, your shotgun is NOT bound to syndicate use only - if you drop it, expect a crew member to swiftly grab it and kill you with it.
|style="text-align: center;"|1
|}
|Good for those who don't know what gear they want, but still want a solid set of powerful syndicate equipment. Can only buy one.
|-
|style="text-align:center; background-color:#FF4136;"|No
| id="Double-bladed_Energy_sword" |Syndie-Kit Special
|[[file:Syndibox.png|link=https://tgstation13.org/wiki/File:Syndibox.png]]
|style="text-align: center;"|20
|300
|A bundle of syndicate equipment collectively worth more than 25 telecrystals, and can include items not normally for sale in the uplink. Kits are all based around a certain theme. You can only purchase one Syndie-Kit, and you don't get to pick which kit you will receive. These are the special syndie-kits, which are filled with weird gimmicks and powerful tools, some of which can't be gotten anywhere else!
{| class="wikitable sortable"
! class="unsortable" |Name
! class="unsortable" |Contents
!Notes
!
|-
| id="9mm_Handgun_Magazine" |James Bond
|Makarov pistol, suppressor, two magazines, agent ID,  chameleon jumpsuit, stimulant injector, damp rag, freedom implant, EMP flashlight, X4, bottle of cyanide pills, deck of syndicate cards.
|Shaken, not stirred. Become a classy secret agent. Or just poison the food and shoot anyone who tries to stop you.
|2
|-
| id="9mm_Incendiary_Handgun_Magazine" |Ninja
|Katana (powerful slashing weapon that deals a whopping 40 brute and has a 50% block chance), stimulant injector, six throwing stars, chameleon belt, chameleon projector, agent ID, airlock override card, smoke spellbook, jump boots
|The katana is incredibly deadly, and will shred almost anyone in melee combat. Use your combination of weapons and stealth tools to surprise targets before disappearing.
|1
|-
| id="9mm_Armor_Piercing_Magazine" |Dark Lord
|Dual energy sword, telekinesis mutator, dark robes, agent ID, no-slip shoes, lightning bolt spellbook, summon item spellbook
|SEE NOW THE POWER OF THE DARK SIDE. Become a true sith lord. Make sure to bind your dual energy sword with your summon item spell unless you want to get shoved and die to it.
|1
|-
| id="9mm_Hollow_Point_Magazine" |White Whale, Holy Grail
|Harpoon gun and quiver, spaceproof carp outfit, carp grenade, dehydrated carp.
|The exclusive harpoon gun embeds into people and is hilariously effective at murder. Claim the space station for the carp.
|2
|-
|Mad Scientist
|Labcoat, boots, megaphone, two random cluster grenades, bioterror foam grenade, four signallers, syndicate toolbox, energy dagger, portal gun, decloner gun.
|A few weird tools and the means to cause mass mayhem. Show everyone how you were RIGHT ALL ALONG!!! The random cluster grenades can range from practically worthless to unbelievably destructive.
|2
|-
|Bees
|Bee costume and gear, two bee grenades, beesease disease bottle, bee sword.
|The bee sword does very little damage but can attack very quickly and injects toxin with every slash. The bee grenades spawn a large swarm of deadly bees, while the beesease will cause everyone who's infected to cough up more bees over time. Bees!
|1
|-
|Mr Freeze
|Cold outfit, chameleon mask, four gluon grenades, geladikinesis injector, cryokinesis injector, freezing gun, cryo gun, blue energy sword.
|Turn any station into Icebox. Turn Icebox into Icerbox. Or maybe Icestbox. Be the bane of lizards everywhere. Get entirely countered by one assistant drinking coffee.
|2
|-
|2006
|All items come in an ancient toolbox. Cryptographic sequencer, airlock override card, sleepypen, bottle of cyanide pills, chameleon projector, 357 revolver, freedom implant, and a spare telecrystal.
|Keep it old school. Show these Nanotrasen dogs how we did it back in the day. Lament that the airlock override card and cryptographic sequencer used to be the same thing.
|1
|}
|Good for those who don't know what gear they want, but still want a solid set of powerful syndicate equipment. Can only buy one.
|-
|style="text-align:center; background-color:#FF4136;"|No
|Syndicate Surplus Crate
|[[File:GrayCrate.png]]
|style="text-align: center;"|20
|0
|Contains 30 TC of random gear, though nothing above your current reputation level. You have no influence over the contents, but it will always be more than you paid for. Good value, though you could end up getting a bunch of junk or equipment you can't use. Only one surplus item may be purchased per agent. No refunds!
|Good for those who like to gamble, though you're probably better off spending your TC on something else.
|-
|style="text-align:center; background-color:#FF4136;"|No
|United Surplus Crate
|[[File:Syndicrate.png]]
|style="text-align: center;"|20
|300
|Contains a whopping 80 TC of random equipment, with a catch - the crate is locked, and any attempts to force it open will explode it, destroying all of the precious contents. The only way to open this crate and still gain access to its contents is via using a United Surplus Crate Key - but remember, only one surplus item may be purchased per agent. You'll have to convince - or force - another syndicate agent to buy a United Surplus Crate Key in order to gain access to its contents.
|Good for cooperative traitors, or especially devious ones. A lot of value.
|-
|style="text-align:center; background-color:#FF4136;"|No
|United Surplus Crate Key
|[[file:Syndicrate_key.png]]
|style="text-align: center;"|20
|300
|Unlocks the United Surplus Crate, allowing the treasure trove of goods inside to be accessed. Only one surplus item may be purchased per agent, though. You'll have to convince - or force - another syndicate agent to buy a United Surplus Crate to use this key.
|Good for cooperative traitors, or especially devious ones. A lot of value.
|}


===Conspicuous and Dangerous Weapons===
====[[File:Contractor_baton_retracted.png]]Contractor Baton[[File:Contractor_baton_extended.png]]====
'''Note:''' the ammo category has been rolled into the weapon's tables for efficiency sake.
This baton comes in every contract kit. If extended and used on someone when not on harm intent it causes 1.5 seconds of [[Status_Effects#Knockdown|knockdown]] and 70 [[Health#Stamina|stamina]] damage, which means it will stam-[[Status_Effects#Paralyze|paralyze]] someone with 2 hits. Has a 2.5 second cooldown between non-harm hits. Fits in a pocket when retracted. Use in hand to extend or retract. Unlike [[Security_items#Stun_Baton|other batons]], this one works on [[Cyborg|cyborgs]].   
{|class="wikitable sortable"
!<abbr title="Can Nuclear operatives order this item?">Ops?</abbr>
!Item
!class="unsortable"|Icon
!Cost
!Threat
!class="unsortable"|description
!class="unsortable"|info
|-
|style="text-align:center; background-color:#19A974;"|Yes
|id="Box_of_Throwing_Weapons"|Box of Throwing Weapons
|[[file:syndie_box.png]]
|style="text-align: center;"|3
|100
|This kit contains five throwing stars and two reinforced bolas.<br>Throwing stars will deal heavy brute damage on hit and automatically embed, causing further brute and bleeding over time.<br> Reinforced bolas cause a 3.5 second [[Status_Effects#Knockdown|knockdown]] and will slow targets down on hit until they are removed. They take longer to remove than normal [[Makeshift_weapons#Bola|bolas]].
|Not a great main weapon by any means, but they can be a good supplement to your arsenal, especially if you are on the run.
|-
|style="text-align:center; background-color:#19A974;"|Yes
|id="Energy_Sword"|Energy Sword
|[[file:sword.gif]]
|style="text-align: center;"|8
|200
|This is a melee weapon that will do a lot of (30) brute damage. It also has a high chance to knock someone down, or outright uncouncious. It has two states, on and off. When it's off, you can fit it into your pocket, but it's a terrible weapon. Activate it to switch between the two states, but be warned, turning it on or off causes a very loud and distinct noise. You have a decent chance of reflecting projectiles with it when turned on. For best results, combine it with a way to stun, slow, or otherwise disable your targets; remember that if it's knocked out of your hands, you can very easily be on the receiving end.
|Very good combo combined with the Mini Energy Crossbow's knockdown. You can also hit it with a multitool to make a RAINBOW SWORD.
|-
|style="text-align:center; background-color:#19A974;"|Yes
|id="Double-bladed_Energy_sword"|Double-bladed Energy Sword
|[[file:Desword.gif]]
|style="text-align: center;"|13
|300
|The double energy sword is an immensely powerful weapon, capable of sending unarmored victims into critical in just 3 hits (and likely stunning them, dismembering, or knocking them unconscious long before that). Like the single-bladed [[#Energy_Sword|Energy Sword]], it must be turned on to be used properly, and can still be stored in your pocket when turned off. The main reason why this weapon is so powerful compared to its predecessor its sheer strenght and higher probability of deflecting energy projectiles. This sword is not unstoppable, however; other methods of stunning or disabling you can allow others to steal it and use it against you, such as tackles. It also has a chance to reflect bullets, but this is somewhat unreliable. It will stop some but not all melee attacks, so try to avoid the inevitable jousting matches with stunbatons. Temperature gun shots go right through this.
|A really robust weapon, as most of the weaponry available to crew is energy based, allowing you to deflect most of their shots.
|-
|style="text-align:center; background-color:#19A974;"|Yes
|id="Gloves_of_the_Northstar"|Gloves of the North Star
|[[file:North_star.png]]
|style="text-align: center;"|8
|200
|A pair of gloves that reduce your punching cooldown drastically, allowing you to beat people to death in a flurry of punches. You can even set a battlecry from your favorite Japanese anime! Does not work with hulk hands, and only affects bare handed attacks. 
|AAAATATATATATA!!
|-
|style="text-align:center; background-color:#FF4136;"|No
|id="Holoparasite"|Holoparasite injector kit
|[[file:Syndibox.png]]
|style="text-align: center;"|18
|300
|Contains a [[Holoparasite]] injector. When injected, it will attempt to summon a [[Ghost]] player to take on the role of a spirit-like entity living in your body, capable of using different powers to help you, decided by its type. If no ghost accepts the role, you can get a TC refund.<br> Holoparasites can enter and exit the user's body at will, and communicate through silent telepathy with the host, allowing them to be stealthy. Different types of holoparasites have different abilities, and some can be incredibly powerful, but using them requires some degree of skill on your ally's part. Additionally, any damage a holoparasite takes is reflected back to it's owner, so don't expect your punchghost to soak up bullets for you!<br> When a holoparasite or its host dies, the strain from the bond disintegrates the user's corpse, removing any ability to be revived if you have one.
|AAAATATATATATA!!
|-
|style="text-align:center; background-color:#19A974;"|Yes
|id="Power_fist"|Power fist
|[[file:powerfist.png]]
|style="text-align: center;"|6
|200
|A gas-powered metal fist, it will send anyone you hit flying as long as the gas lasts. It is piston powered, and said piston is activated by gas coming from a gas tanks (not provided). To mount a gas tank, simply click on the powerfist with the tank in your hand. The pressure valve can be adjusted with a wrench to the setting 1,2 and 3. Setting one has force 20 and launches people 1 tile away. Setting two and three double and triple these values respectively, so 40/60 damage and 2/3 tiles thrown.  
From a standard, filled tank of air one should expect 4 full punches on setting two and 3 on setting three. To remove an empty tank, use a screwdriver on the powerfist.
|Not worn like gloves, but held in your hand. The gas in the tank is expelled into the enviroment after each punch.
|-
|style="text-align:center; background-color:#19A974;"|Yes
|id="Makarov_Pistol"|Makarov Pistol
|[[file:Stetchkin.png]]
|style="text-align: center;"|7
|100
|A small gun, fits into your pocket. Has an 8-round magazine and is semi-automatic - meaning it'll eject bullet casings as it fires making evidence clean up harder. Issued ammo does 30 brute damage on an unarmoured target per shot, but dumping the magazine will usually kill or crit all but the most well-prepared and/or armoured foes. Can be fitted with a suppressor, which makes it much quieter, however this increases the size to normal and it will no longer fit in your pocket. Uses 9mm ammunition.
{| class="wikitable sortable"
! class="unsortable" |icon
! class="unsortable" |name
! class="unsortable" |ammo types
!cost
!rep
|-
|[[file:10mmMag.png]]
| id="9mm_Handgun_Magazine" |9mm Handgun Magazine
|30 raw damage
| style="text-align: center;" |1
|100
|-
|[[file:10mmmagfire.png]]
| id="9mm_Incendiary_Handgun_Magazine" |9mm Incendiary Handgun Magazine
|15 raw damage, adds 2 firestacks
| style="text-align: center;" |2
|300
|-
|[[file:10mmmagAP.png]]
| id="9mm_Armor_Piercing_Magazine" |9mm Armor Piercing Magazine
|27 raw damage, 40 AP
| style="text-align: center;" |2
|300
|-
|[[file:10mmmaghollow.png]]
| id="9mm_Hollow_Point_Magazine" |9mm Hollow Point Magazine
|40 raw damage, -50 AP
| style="text-align: center;" |3
|300
|}
|Formerly named '''Stechkin'''. Can be found off station sometimes.
|-
|style="text-align:center; background-color:#19A974;"|Yes
|id="Revolver"|.357 Revolver
|[[file:Revolver.png]]
|style="text-align: center;"|13
|300
|The bigger gun, makes a very loud and distinct noise. It's a very reliable weapon for a quick and bloody murder, as most people cannot react in time before being shot twice. This gun comes loaded with 7 rounds, more can be bought from your uplink or created with a hacked autolathe.
{| class="wikitable sortable"
! class="unsortable" |icon
! class="unsortable" |name
! class="unsortable" |ammo types
!cost
!threat
|-
|[[file:357_speedloader.png]]
| id="357_Speedloader" |.357 Ammo
|60 raw damage. A speedloader lets you recharge your revolver instantaneusly with up to 7 bullets. The speedloader itself can quickly be filled with bullets by clicking any bunch of them on the ground or on top of a hacked autolathe. Will not feed into the autolathe if you accidentally click it.
| style="text-align: center;" |4
|300
|}
|Very lethal. Drops an unarmored target in only two shots. Great for ambushes, but doesn't have a lot of staying power in a prolonged fight.
|-
|style="text-align:center; background-color:#19A974;"|Yes
|Toy Gun with Riot Darts
|[[file:Toy_gun.png]]
|style="text-align: center;"|2
|0
|<nowiki>An innocent-looking toy pistol designed to fire foam darts, identical to normal toy guns. Comes loaded with riot-grade darts effective at incapacitating a target. Doesn't do lethal damage, so combine it with a proper murder tool.}}</nowiki>
{|class="wikitable sortable"
!class="unsortable"|icon
!class="unsortable"|name
!class="unsortable"|ammo types
!cost
!threat
|-
|[[file:Foambox_riot.png]]
|id="Box_of_Riot_Darts"|Box of Riot Darts
|A standard box of riot foam darts for toy weapons. Buy this if you cannot get it from a hacked autolathe, or reuse the ones you shot. Darts do 25 stamina damage.
  |style="text-align: center;"|2
|0
|}
|Pretty much just a [[disabler]] that's a little easier to reload, but it's also a dead giveaway of your traitorous allegiance.
|-
|style="text-align:center; background-color:#19A974;"|Yes
|Feral Cat Grenade
|
|style="text-align: center;"|5
|0
|An ominous grenade filled with 5 feral cats in stasis. Upon activation, the feral cats are awoken and unleashed unto unlucky bystanders.
|The cats are not trained to discern friends from foe!
|}


===Stealthy and Inconspicuous Weapons===
}}
{|class="wikitable sortable"
 
!<abbr title="Can Nuclear operatives order this item?">Ops?</abbr>
===Syndicate Bundle A: Syndi-kit Tactical===
!Item
{{anchor|Syndicate_Bundle}}
!class="unsortable"|Icon
{{Item
!Cost
|bgcolor1 = #cccccc
!Threat
|bgcolor2 = #cccccc
!class="unsortable"|Description
|name = "Bundle A"
!class="unsortable"|Info
|image = box.png
|-
|foundin = Ordered via syndicate uplink, costs 20 telecrystals.
|style="text-align:center; background-color:#FF4136;"|No
|usedfor = Random Traitoring.
|id="Contractor_Baton"|Contractor Baton
|strategy = Get this if you don't know what you want to get, or if you want a challenge.  
|[[file:Contractor_baton_extended.png]]
|description = Weightedly picks a set of Syndicate items and spawns them in a common box. The total cost of items you get is always more than 20 telecrystals. <br>You get more than you would normally be able to at the cost of not knowing what you're going to get. This is bundle A, containing tactical item sets.  
|style="text-align: center;"|7
'''<span class="mw-customtoggle-Bundle A" style="font-size:small; display:inline-block; float:right;"><span class="mw-customtoggletext">[Show/hide]</span></span> Possible Sets'''
|0
|A compact baton that functions similarly to telescopic batons, but is more powerful. Makes the victim slur as if inebriated and works on cyborgs.
|Extremely useful for kidnappings or as a defensive tool, but is of a bright orange color and makes a loud noise when hitting people, so everyone around you will know you're a traitor as soon as you extend it.<br>Can only be purchased once.
|-
|style="text-align:center; background-color:#19A974;"|Yes
|id="Dart_Pistol"|Dart Pistol
|[[file:Dart_pistol.png]]
|style="text-align: center;"|4
|0
|A miniature syringe gun that can load chemical-filled syringes and shoot them at people. Only fits one syringe at a time, but it can fit in pockets.<br> Just like the normal syringe gun, it can be horrifically deadly if you know your chemistry.
|See [[Guide to chemistry|toxin]] for ideas of what to load this with. Otherwise pairs nicely with the poison kit
|-
|style="text-align:center; background-color:#19A974;"|Yes
|id="Dehydrated_Space_Carp"|Dehydrated Space Carp
|[[file:Carp_plush.png]]
|style="text-align: center;"|1
|0
|Looks like a plush toy carp, but just add water and it becomes a real-life space carp! Activate in your hand before use to pet it, so it knows not to kill you. A well placed carp can pose a threat to unarmed and unrobust crewmembers, but it's still a relatively stupid simplemob, so don't expect it to win against people who know what they're doing. Also remember carps are spaceproof, in case you want aggressive de-airing of rooms.
|Surplus classic
|-
|style="text-align:center; background-color:#19A974;"|Yes
|id="Energy_Dagger"|Energy Dagger
|[[file:Edagger.gif]]
|style="text-align: center;"|2
|0
|A pen that once activated in your hand becomes an energy dagger that does 18 brute on hit, and 35 brute when thrown. It's better than most improvised weapons, very cheap, and easily concealable, especially in your PDA. A nice fallback in case your injured target manages to disarm you of your primary weapon.
|It's biggest advantage is how discreet it is. Kills just a little faster than a toolbox, but has the armor penetration to make it decent against [[Security Officer|security]]. Remember they usually only have to hit you once with their [[stun baton]].
|-
|style="text-align:center; background-color:#FF4136;"|No
|id="Martial_Arts_Scroll" id="Carp_Style"|Martial Arts Scroll
|[[file:Sleeping_carp_scroll.png]]
|style="text-align: center;"|17
|300
|This scroll will teach you the Sleeping Carp style, making you immune to ranged attacks '''while combat mode is active''' but also unable to use guns, while making your hits stronger. You must keep reading the scroll until you get a message saying you have mastered the ability. This will take some time and you will see several flavor messages while reading.<br>  
The Sleeping Carp style was one again changed in November, 2023 and currently has following effects:
* You will not be able to use any ranged weapon, as that would be dishonorable.
* If '''combat mode''' is active you deflect all ranged attacks, whether energy or physical (but not thrown items).
* Some resistance to [[Guide_to_Wounds|wounds]] (but not immunity).
* Your ordinary punches deal 10-15 brute.
* Grabs and shoves do stamina damage while on combat mode.
* Space carp won't attack you.
* You gain the ability to perform combo attacks while unarmed and having the Sleeping Carp martial art.  
* Targets with more than 80 stamina damage are knocked unconscious when grabbed.
* You gain '''heavy sleeper''' quirk
You execute a combo step by successfully clicking a person with a certain [[New_Players#Basic_Interactions|basic interaction]]. Example: To perform '''Crashing Wave Kick''' you {{LeftclickCmode}} a person while on {{Combat_Mode}} to attack them once, then spam {{Rightclick}} on the same person until you successfully perform the second combo step. Basically you attack with one type of attack, wait for the 0.8ish second attack cooldown to go away, and then click the same person again with the next required attack.
{|class="wikitable" style="width:80%" border="1" cellspacing="0" cellpadding="2"
!scope="col" style="font-weight: bold;" style='background-color:#FA8778;'| Combo name
!scope="col" style="font-weight: bold;" style='width:160px; background-color:#FA8778;'| Combo
!scope="col" style="font-weight: bold;" style='background-color:#FA8778;'| Effect
!scope="col" style="font-weight: bold;" style='background-color:#FA8778;'| Attack message
|-
|'''Crashing Wave Kick'''
|{{Harm}} {{Disarm}}
|Launch people brutally across rooms, and away from you. Deals 15 brute.
|X kicks Y square in the chest, sending them flying!
|-
|'''Keelhaul'''
|{{Disarm}} {{Disarm}}
|Kick opponents to the floor, dealing 4 seconds of [[Status_Effects#Knockdown|knockdown]] if they are standing. It also gives the target blindness and dizziness. Against prone targets, deal 40 stamina damage and disarm them.
|X kicks Y in the head, sending them face first into the floor!<br>
X kicks Y in the head!
|-
|'''Gnashing Teeth'''
|{{Harm}} {{Harm}}
|Deal additional damage every second punch. 20 damage.
|Precisely kick, brutally chop, cleanly hit or viciously slam.
|}
|25+ players only
|-
|style="text-align:center; background-color:#FF4136;"|No
|id="Mini_Energy_Crossbow"|Mini Energy Crossbow
|[[file:Ebow.png]]
|style="text-align: center;"|10
|300
|This weapon is not meant for killing, rather it is intended for stunning. Though this weapon does make a sound when fired, it is still very quiet, and  does not provide any message that it has been fired. Easily concealed in your pocket, strong when paired with a strong melee weapon such as the energy sword. It has no shot limit, but takes a while to charge each shot. On targets without energy armor each shot deals 15 toxin damage, 60 stamina damage, [[Status_Effects#Knockdown|knocks down]] for 1 second, and blurs the vision of the target. It takes two hits to [[Health#Stamina|stamcrit]] someone unless they have armor.
|25+ players only
|-
|style="text-align:center; background-color:#FF4136;"|No
|id="Boxed_Origami_Kit"|Boxed Origami Kit
|[[file:Syndibox.png]][[file:Origami_book.png]]
|style="text-align: center;"|4
|100
|This kit contains a book to teach you The Art of Origami, and 5 ordinary papers. Activate the book in hand to read it until you get the message "You feel like you've got a good handle on origami!". Afterwards, click the new HUD icon to toggle origami folding on.<br> When enabled, any paper airplane you fold (by alt-clicking a paper) will turn into a deadly throwing weapon that looks the same as an ordinary paper airplane. These planes will deal 20 brute damage on thrown hit and cause bleeding. Victims not wearing any eyewear will also be [[Status_Effects#Paralyze|paralyzed]] for 4 seconds and take eye damage. These planes will always hit people in the eyes, regardless of which body part you're aiming at. 
|
|-
|style="text-align:center; background-color:#19A974;"|Yes
|id="Poison_Kit"|Poison Kit
|[[file:Syndibox.png]]
|style="text-align: center;"|6
|0
|This kit contains 30u bottles of [[Guide to chemistry#Polonium|Polonium]], [[Guide to chemistry#Venom|Venom]], [[Guide to chemistry#Fentanyl|Fentanyl]], [[Guide to chemistry#Formaldehyde|Formaldehyde]], [[Guide to chemistry#Cyanide|Cyanide]], [[Guide to chemistry#Histamine|Histamine]], [[Guide to chemistry#Initropidil|Initropidil]], [[Guide to chemistry#Pancuronium|Pancuronium]], [[Guide to chemistry#Sodium Thiopental|Sodium Thiopental]], [[Guide to chemistry#Coniine|Coniine]], [[Guide to chemistry#Spewium|Spewium]], [[Guide to chemistry#Curare|Curare]] and [[Guide to chemistry#Amanitin|Amanitin]], with a free syringe to inject them with. Those experienced in chemistry with the appropriate access may find the kit redundant, though it does contain some poisons not available elsewhere.
<div id="mw-customcollapsible-Bundle A" class="mw-collapsible mw-collapsed">
<div id="mw-customcollapsible-Bundle A" class="mw-collapsible mw-collapsed">
{| class="wikitable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
! scope="col" style="background-color:#FA8778;" | Poison
! scope="col" style="width:160px; background-color:#FA8778;" | Damage Type
! scope="col" style="background-color:#FA8778;" | Effect
! scope="col" style="background-color:#FA8778;" | Metabolism Rate
|-
|[[Guide to chemistry#Polonium|'''Polonium''']]
|Radiation
|Almost instantly irradiates a victim.
|0.05 units per tick
|-
|[[Guide to chemistry#Venom|'''Venom''']]
|Brute, toxin
|Each cycle will deal 0.2 Toxin and 0.3 Brute damage ''per volume of venom'' in the body. Has a 15% chance to turn into 5 to 10 units of [[Guide to chemistry#Histamine|Histamine]].
|0.1 units per tick
|-
|[[Guide to chemistry#Fentanyl|'''Fentanyl''']]
|Toxin, brain
|Will deal 1 toxin and 3 brain damage, up to 60 points of toxin damage and 150 points of brain damage (brains have 200 points of health). If the drug is not removed before 18 cycles it will make the user fall asleep.
|0.2 units per tick
|-
|[[Guide to chemistry#Formaldehyde|'''Formaldehyde''']]
|Toxin
|Causes a 1 Toxin damage per tick. Has a 5% chance to turn into 5 to 15 units of [[Guide to chemistry#Histamine|Histamine]]. Preserves corpses from organ decay.
|0.2 units per tick
|-
|[[Guide to chemistry#Cyanide|'''Cyanide''']]
|Toxin, oxyloss
|Deals 1.25 toxin damage per tick, with 8% chance to [[Status Effects#Stun|stun]] for 4 seconds and take 2 additional toxin damage. Also 5% chance to lose breath for a moment. Metabolizes slowly.
|0.05 units per tick
|-
|[[Guide to chemistry#Histamine|'''Histamine''']]
|Brute, toxin, oxyloss and eyesight
|Has a small chance each tick to cause 2 Brute damage or blur vision. If overdosed it will also deal 2 Brute, Toxin and Oxyloss damage each tick.
|0.1 units per tick
|-
|[[Guide to chemistry#Initropidil|'''Initropidil''']]
|Cardiac Arrest
|Each cycle deals 2.5 toxin damage, with 25% chance to cause one of the following: 6 second stun, 5-25 oxyloss damage, or cardiac arrest. Combat the latter with electric shocks from grilles and doors in a pinch, or a defib if available.
|0.2 units per tick
|-
|[[Guide to chemistry#Pancuronium|'''Pancuronium''']]
|Stun and Suffocation
|After 10 cycles stuns you with no warning. Randomly causes loss of breath, which can choke you to death.
|0.1 units per tick
|-
|[[Guide to chemistry#Sodium Thiopental|'''Sodium Thiopental''']]
|Knockout and Stamina
|Knocks you out after 10 cycles, and deals 10 stamina damage per tick. Similar to [[Guide to chemistry#Chloral%20Hydrate|Chloral Hydrate]] but longer lasting and can't kill you.
|0.3 units per tick
|-
|[[Guide to chemistry#Coniine|'''Coniine''']]
|Toxin and breath loss
|Each tick does 1.75 toxin damage and refreshes 5 ticks of being unable to breathe. EXTREMELY slow metabolization, but fast acting. Comparable to [[Guide to chemistry#Lexorin|Lexorin]].
|0.024 units per tick
|-
|[[Guide to chemistry#Spewium|'''Spewium''']]
|Toxin
|After 11 ticks, has up to a 50% chance of causing strong vomiting while purging other toxins each tick. After 33 cycles, there is a 15% chance to eject an organ each tick if overdosing. Requires very high doses.
|0.4 units per tick
|-
|'''[[Guide to chemistry#Curare|Curare]]'''
|Paralyzation, Oxygen, and Toxin
|[[Status Effects#Paralyze|Paralyzes]] you after 11 cycles, while dealing 1 oxyloss and 1 toxic damage. Metabolizes slowly; very lethal.
|0.05 units per tick
|-
|[[Guide to chemistry#Amanitin|'''Amanitin''']]
|Delayed Toxin Damage
|On the last second it is in you, it hits you with a large stack of toxin damage based on how long it was in your system. Larger doses means a longer waiting period but more damage. Deals 3 toxin damage per cycle it was in you.
|0.2 units per tick
|}
<div/>
|Pairs well with the Dart Pistol. Otherwise, it might be worthwhile poisoning the [[Cook|chef's]] food while he isn't looking.
|-
|style="text-align:center; background-color:#19A974;"|Yes
|id="Romerol"|Romerol
|[[file:Syndibox.png]]
|style="text-align: center;"|25
|N/A
|[[Guide_to_chemistry#Romerol|Romerol]] adds a zombie infection organ to victims. When those victims die, they will revive as zombies who can infect other people. It can be applied to corpses directly, allowing creation of zombies from corpses in the [[Morgue]], or to living beings to turn them into an apocalyptic time bomb!
|Actually adds a zombie organ. Currently only purchasable by nuke ops - ordinary traitors can get an objective for this instead.
|-
|style="text-align:center; background-color:#FF4136;"|No
|id="Sleepy_Pen"|Sleepy Pen
|[[file:pen.png]]
|style="text-align: center;"|4
|0
|The sleepy pen is a devious instant-use injector disguised as a normal pen. It can hold up to 45u reagents and starts with 20u [[Guide_to_chemistry#Chloral_Hydrate|Chloral Hydrate]], 15u [[Guide to chemistry#Mute_Toxin|Mute-Toxin]], and 10u [[Guide to chemistry#Tirizene|Tirizene]], which prevents people from talking and causing them to fall asleep after about 20 seconds at most. They can still see and hear everything around them, until they actually fall asleep. Have a plan to keep them from fleeing or killing you while you wait for the drugs to kick in.<br> Sleepy pens can also be emptied and refilled like any other container, allowing you to instantly inject up to 45u of any chemical cocktail you can get your hands on- fun to combo with the Poison Kit. If you know your chemistry, you can easily turn one into an instant-use lethal injection device.<br> Regardless of payload, the victim will feel a tiny prick, but the stab will be invisible to others, and the pen does not pierce hardsuits and other such protective gear.
|
|-
|style="text-align:center; background-color:#19A974;"|Yes
|id="Universal_Suppressor"|Universal Suppressor
|[[file:Universal_suppressor.png]]
|style="text-align: center;"|3
|0
|A universal syndicate small-arms suppressor for maximum espionage. When attached to a gun, no message is given when you fire it, making it possible to gun people down before they realize what's happening. Can be fitted to weapons such as the Makarov Pistol, C-20r Submachine Gun, Sniper Rifle or Surplus Rifle. Remove it by alt-clicking the firearm.
|
|-
|style="text-align:center; background-color:#19A974;"|Yes
|id="Syndicate_Holster"|Syndicate Holster
|[[file:Syndicate_holster.png]]
|style="text-align: center;"|1
|0
|An empty chameleon belt capable of holding up to two pistols, revolvers, disablers, mini energy guns or pulse carbines. Wearing a holster of any variety allows you to spin guns around by using them in hand. Doing it twice in rapid succession allows you to eject the bullets as normal.
|This thing can be disgused as other belts! Good for keeping your illicit weapons out of the eye of security.
|-
|style="text-align:center; background-color:#19A974;"|Yes
|Syndicate Lipstick
|[[File:Slipstick.png|frameless]]
|style="text-align: center;"|6
|0
|Syndicate branded lipstick for stealth operations, super-secret formula allows you to do similar energy gun damage with just a kiss, leaving a distinctive laser-like mark.
A new method of killing, elegant and without suspicion. Just send an air *kiss!
|Stylish way to kiss to death, isn't it syndiekisser?
|}


=== Grenades and Explosives ===
'''Recon'''
<span style="color: #19A974;">'''All items available to nuclear operatives.'''</span>
*X-ray Goggles
{|class="wikitable sortable"
*[[#Briefcase_Launchpad|Briefcase Launchpad]]
!Item
*Binoculars
!class="unsortable"|Icon
*[[#Syndicate_Encryption_Key|Syndicate Encryption Key]]
!Cost
*[[#Syndicate_Space_Suit|Syndicate Space Suit]]
!Threat
*2x Frag Grenades
!class="unsortable"|description
*[[#EMP_Flashlight|EMP Flashlight]]
!class="unsortable"|info
 
|-
'''Spy'''
|id="C4" id="Composition_C-4"|Composition C-4
*[[#Chameleon_Kit|Chameleon Jumpsuit]]
|[[file:C4.gif]]
*[[#Chameleon_Kit|Chameleon Mask]] (with voice changer)
|style="text-align: center;"|1
*[[#Agent_ID_Card|Agent ID Card]]
|50
*[[#Camera_Bug|Camera Bug]]
|This stick of explosives can detonate and destroy almost anything it is placed on, after any chosen amount of seconds (the shortest being 10). Use it in hand to set the timer, then use it on what you want to attach it to; it takes 3 seconds to set up, and requires you to be un-interrupted. You can also attach a signaler to remotely detonate at will, among other things. <br> Can be directly placed on mobs, but will only deal around 50 damage and not gib. Be very careful not to stick it onto yourself or your backpack! Alternately, set the timer to something ludicrously high and slap it on the Clown like a festive decoration.
*[[#AI_Detector|AI Detector]]
|
*[[#Syndicate_Encryption_Key|Syndicate Encryption Key]]
|-
*[[#Mulligan|Mulligan Syringe]]
|id="Bag_of_C-4_Explosives"|Bag of C-4 Explosives
*[[#No-Slip_Chameleon_Shoes|No-Slip Chameleon Shoes]]
|[[file:Duffle_syndie.png]]
*Switchblade
|style="text-align: center;"|8
*[[#Syndicate_Smokes|Syndicate Cigarettes]]
|100
*[[#EMP_Flashlight|EMP Flashlight]]
| A large red and black dufflebag that contains a pile of C4. It's cheaper to buy in bulk than individually if you know you'll need a lot of C4, and can handle toting the bag around.
*[[#Chameleon_Projector|Chameleon Projector]]
|
 
|-
'''Stealth'''
|id="Bag_of_X-4_Explosives"|Bag of X-4 Explosives
*[[#Energy_Crossbow|Energy Crossbow]]
|[[file:Duffle_syndie.png]]
*[[#Sleepy_Pen|Sleepy Pen]]
|style="text-align: center;"|4
*[[#Radioactive_Microlaser|Radioactive Microlaser]]
|200
*[[#Chameleon_Projector|Chameleon Projector]]
|Contains 3 X4 charges in a handy dufflebag, to use however you want. X4 is a more powerful version of C4, and will also deal damage in a cone behind the target.
*[[#Syndicate_Soap|Syndicate Soap]]
|
*Optical Thermal Scanners
|-
*[[#EMP_Flashlight|EMP Flashlight]]
|id="EMP_kit"|EMP Kit
*[[#Radio_Jammer|Radio Jammer]]
|[[file:Syndibox.png]]
 
|style="text-align: center;"|2
'''Guns'''
|0
*[[#Revolver|Revolver]]
|EMP blasts have a number of uses; stunning cyborgs, disabling AI cameras, turning off headset radios, draining stun batons and energy guns, fucking with APC scrubbers, opening or shocking doors, blinding those wearing thermals and more.<br> To use the grenade, activate it in hand and throw it at the offending technology. The implanter functions the same, but after implanting it into yourself, it can be activated three times using the action button.<br> EMPing a group of security officers can disable half their arsenal, and the grenades are invaluable against silicons.
*[[#357_Speedloader|Ammo .357]]
|
*[[#357_Speedloader|Ammo .357]]
|-
*[[#Emag|Cryptographic Sequencer]]
|id="Detomatix PDA Cartridge" id="Detomatix"|Detomatix PDA Cartridge
*[[#C4|C4 Plastic Explosive]]
|[[file:Pda cartrige.png]]
*Nitrile Gloves
|style="text-align: center;"|6
*Clown Mask
|200
*Black Jacket
| A cartridge for your [[PDA]]. When inserted, it will allow you to send a trapped message to attempt to detonate a target [[PDA]]. You can set a fake name and job while doing so. Your target will need their PDA's messenger function turned on in order to attempt this. Sending a PDA bomb has a chance to fail, can only be attempted 4 times per cartridge, and may not work on high level PDAs (the Captain's).<br> If the target replies to the message or opens their messages within 10 seconds of receiving it, the target's PDA will explode, destroying the ID and damaging them while also blowing their eardrums out.<br> For best results, have your targets in mind beforehand and send as many messages out as you can in rapid succession; once someone yells about their PDA exploding, others can simply turn off their messenger to stop you from targeting them.
 
<br> For syndicate operatives, this cartridge also has the blast door toggle function for the [[Syndicate guide|syndicate shuttle]], allowing you to open the door when the person with the military [[PDA]] has died horribly.
'''Screwed'''
|
*[[#Syndicate_Bomb|Syndicate Bomb Beacon]]
|-
*[[#Syndicate_Minibomb|Syndicate Minibomb]]
|id="Pizza_Bomb"|Pizza Bomb
*[[#Power_Sink|Power Sink]]
|[[file:Pizza_bomb.gif]]
*[[#Syndicate_Space_Suit|Syndicate Space Suit]]
|style="text-align: center;"|6
*[[#Syndicate_Encryption_Key|Syndicate Encryption Key]]
|300
 
|A pizza box with a bomb cunningly attached to the lid. The timer needs to be set by opening the box, removing the pizza, using it in-hand, and then closing the lid with or without the pizza; afterwards, opening the box again will trigger the detonation after the timer has elapsed. Comes with free pizza, for you or your target!
'''Murder'''
|
*[[#Energy_Sword|Energy Sword]]
|-
*Optical Thermal Scanner
|id="Slipocalypse" id="Slipocalypse_Clusterbang"|Slipocalypse Clusterbang
*[[#Emag|Cryptographic Sequencer]]
|[[file:clusterbang.png]]
*[[#No-Slip_Chameleon_Shoes|No-Slip Shoes]]
|style="text-align: center;"|3
*[[#Syndicate_Encryption_Key|Syndicate Encryption Key]]
|0
*[[#Syndicate_Minibomb|Syndicate Minibomb]]
|A traditional clusterbang grenade with a payload consisting entirely of Syndicate soap. Set it off and hope the entire Security team comically slips on the soap and goes flying out the airlocks.
 
|
'''Implant'''
|-
*[[#Freedom_Implant|Freedom Implant]]
|id="Syndicate_Bomb"|Syndicate Bomb
*[[#Uplink_Implant|Uplink Implant]]
|[[file:Syndicate_Bomb.gif]]
*[[#EMP_Kit|EMP Implant]]
|style="text-align: center;"|11
*[[#Adrenal_Implant|Adrenal Implant]]
|300
*Explosive Implant
|The Syndicate Bomb is a huge, bulky explosive with an adjustable timer, minimum 90 seconds. Ordering the bomb sends you a small beacon, which will teleport the explosive to your location when you activate it. The bomb itself is too big to pick up and must be dragged into position, so only call it down when you're ready. Once armed, '''wrench the bomb down to prevent easy removal,''' or else someone might just push it into space.<br> While the bomb is counting down, it produces a loud beeping audible from adjacent rooms. If the crew finds it, they can use regular tools to open it up and fiddle with the wires. One randomly-selected wire disarms the bomb if tampered with, but another will set the bomb off immediately! This can be used to your advantage by figuring out the detonation wire and adding a signaler so you can control when the bomb will go off; consider stealing Security's training bomb to find out which wire detonates.<br> When the bomb goes off, it creates a huge explosion, which punches holes in the station and destroys the surrounding area. Flames burst everywhere, but they extinguish almost immediately, most likely due to exposure to space.<br> Syndicate operatives should take note of the detonation button that spawns at their HQ, which instantly sets off every syndicate bomb on the z-level when pushed.
*[[#Storage_Implant|Storage Implant]]
|
 
|-
'''Hacker'''
|id="Syndicate_EMP_Bomb"|Syndicate EMP Bomb
*[[#Emag|Cryptographic Sequencer]]
|[[file:Syndicate_Bomb.gif]]
*[[#Hacked_AI_Module|Hacked AI Module]]
|style="text-align: center;"|7
*[[#Binary Encryption Key|Binary Encryption Key]]
|300
*Toy AI
|A variation of the syndicate bomb designed to produce a large EMP effect. Ordering the bomb sends you a small beacon, which will teleport the EMP to your location when you activate it. Use the same way as you use a syndicate bomb (see above). Creates an EMP with a range of 15 heavy and 25 light.
*[[#Artificial_Intelligence_Detector|AI Detector]]
|
*[[#Fully_Loaded_Toolbox|Fully Loaded Toolbox]]
|-
*[[#Camera_Bug|Camera Bug]]
|id="Syndicate_Minibomb"|Syndicate Minibomb
*Optical Thermal Scanners
|[[file:Syndicate_Minibomb.gif]]
*[[#Agent_ID_Card|Agent ID Card]]
|style="text-align: center;"|6
 
|300
 
|The Minibomb is a grenade with a five-second fuse. It will cause a small explosion, but that explosion will still create holes to space. It can usually outright kill or even gib an unarmored target; those wearing armor may survive. A messier and more costly alternative to using an [[Makeshift_weapons#IED|IED]] on a corpse.
 
|
'''Lord Singulo'''
|}
*[[#Power_Beacon|Power Beacon]]
*[[#Syndicate_Space_Suit|Syndicate Space Suit]]
*[[#Emag|Cryptographic Sequencer]]
*[[#Fully_Loaded_Toolbox|Fully Loaded Toolbox]]
 
'''Sabotage'''<br>
*A syndicate duffelbag containing:<br>
**3x [[#C4|C4 Plastic Explosive]]
**3x [[##Bag_of_X-4_Explosives|X4 Plastic Explosive]]
**6x [[General_items#Remote_Signaling_Device|Remote Signaling Device]]<br>
*<s>2x Airlock Charge</s> (removed from /tg/station Aug 2019)
*[[#Camera_Bug|Camera Bug]]
*[[#Power_Sink|Power Sink Beacon]]
*[[#Detomatix_PDA_Cartridge|Detomatix Cartridge]]
*[[#Fully_Loaded_Toolbox|Fully Loaded Toolbox]]
*[[#Pizza_Bomb|Pizza Bomb]]
*[[#EMP_Kit|EMP Kit]]
 
'''Sniper'''
*[[#Sniper_Rifle|Sniper Rifle]]
*[[#.50_Penetrator_Magazine|Box of Penetrator Rounds]]
*Optical Thermal Scanners
*Nitrile Gloves
*Clown Mask
*Black Jacket
 
'''Meta Ops'''
*[[#Syndicate_Hardsuit|Syndicate Hardsuit]]
*[[#Bulldog_Shotgun|Bulldog Shotgun]]
*Explosive Implant
*2x [[#Ammo-12g_Buckshot|Buckshot Magazines]]
*2x [[#C4|C4 Plastic Explosives]]
*[[#Emag|Cryptographic Sequencer]]
</div>
}}
 
===Syndicate Bundle B: Syndi-kit Special===
{{anchor|Syndicate_Bundle_B}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = "Bundle B"
|image = box.png
|foundin = Ordered via syndicate uplink, costs 20 telecrystals.
|usedfor = Random Traitoring.
|strategy = Get this if you don't know what you want to get, or if you want a challenge.
|description = Weightedly picks a set of Syndicate items and spawns them in a common box. The total cost of items you get is always more than 20 telecrystals. <br>You get more than you would normally be able to at the cost of not knowing what you're going to get. This is bundle B, containing gimmicky item sets.
'''<span class="mw-customtoggle-Bundle B" style="font-size:small; display:inline-block; float:right;"><span class="mw-customtoggletext">[Show/hide]</span></span> Possible Sets'''
<div id="mw-customcollapsible-Bundle B" class="mw-collapsible mw-collapsed">
 
'''Bond'''
*[[#Stechkin|Stechkin Pistol]]
*[[#Universal_Suppressor|Suppressor]]
*2x [[#10mm_Handgun_Magazine|10mm Magazine]]
*[[#Chameleon_Kit|Chameleon Jumpsuit]]
*[[#Agent_ID_Card|Agent ID Card]]
*[[#Stimpack|Stimpack]]
*Damp rag
 
'''Ninja'''
*Katana
*[[#Adrenal_Implant|Adrenal Implant]]
*6x Throwing Stars
*Military Belt
*[[#Agent_ID_Card|Agent ID Card]]
*[[#Chameleon_Projector|Chameleon Projector]]
 
'''Dark Lord'''
*[[#Double-bladed_Energy_Sword|Double-Bladed Energy Sword]]
*Telekinesis SE Injector
*[[#Agent_ID_Card|Agent ID Card]]
*Dark Lord robes
*[[#No-Slip_Chameleon_Shoes|No-Slip Shoes]]
*[[Wizard#Robeless_Spells|Summon Item Spellbook]]
 
'''White Whale, Holy Grail'''
*Kinetic Speargun
*Quiver with 20 Magspears
*Carp space suit
*Carp mask
*Carp delivery grenade
 
'''Mad Scientist'''
*Mad Scientist Labcoat
*Jackboots
*Megaphone
*2x random cluster grenades
*[[#Bioterror_Foam_Grenade|Bioterror Foam Grenade]]
*4x Remote Signaling Device
*[[#Fully_Loaded_Toolbox|Syndicate Toolbox]]
*[[#Energy_Dagger|Energy Dagger]]
*Bluespace Wormhole Projector
*[[Research_items#Decloner|Decloner]]
 
 
'''Bee'''
*Bee objective
*Bee costume
*Bee mask
*Yellow fanny pack
*2x [[#Buzzkill_Grenade_Box|buzzkill]] grenades
*Beesease reagent
*The Stinger - A fast attacking bee sabre which injects 4 units of [[Guide_to_chemistry#Histamine|histamine]] on every hit.
 
'''Mr Freeze'''
*Cold glasses
*Black gloves
*[[#Chameleon_Kit|Chameleon Mask]]
*Winter coat
*Winter boots
*4x Gluon Grenades
*[[Guide_to_genetics#Geladikinesis|Geladikinesis DNA injector]]
*[[Guide_to_genetics#Cryokinesis|Cryokinesis DNA injector]]
*[[Security_items#Temperature_Gun|Temperature Gun]]
*Blue energy saber
</div>
}}
 
===Syndicate Surplus Crate===
{{anchor|Syndicate_Surplus_Crate}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = "Crate"
|image = GrayCrate.png
|foundin = Ordered via syndicate uplink, costs 20 telecrystals.
|usedfor = Taking a gamble or getting tons of items.
|strategy = This can contain nearly everything on the uplink. If you want to take a gamble, buy it.
|description = '''25+ players only'''<br> It's a crate. It contains 50 telecrystals worth of ''completely random'' Syndicate items. This can be anything from an [[#Emag|Emag]] to a [[#Syndicate_Playing Cards|Deck of Cards]]. It can be useless junk or really good. It can be fun to buy if you have an easy objective or want to switch up your strategy.
}}
 
===1 Raw Telecrystal===
{{anchor|1_Raw_Telecrystal}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Telecrystal
|image = Tc.png
|foundin = Ordered via syndicate uplink, costs 1 telecrystal.
|usedfor = Giving other traitors or the nuke ops leader TC, charging F.R.A.M.E. cartridges.
|strategy = These crystals can be used to regular uplinks, nuke ops uplinks and F.R.A.M.E. cartridges.
|description = A telecrystal in its rawest and purest form; can be utilized on active uplinks to increase their telecrystal count.
}}
 
===5 Raw Telecrystals===
{{anchor|5_Raw_Telecrystals}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Telecrystal
|image = Tc.png
|foundin = Ordered via syndicate uplink, costs 5 telecrystals.
|usedfor = Giving other traitors or the nuke ops leader TC, charging F.R.A.M.E. cartridges.
|strategy = These crystals can be used to regular uplinks, nuke ops uplinks and F.R.A.M.E. cartridges.
|description = Five telecrystals in their rawest and purest form; can be utilized on active uplinks to increase their telecrystal count.
}}
 
===20 Raw Telecrystals===
{{anchor|20_Raw_Telecrystals}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Telecrystal
|image = Tc.png
|foundin = Ordered via syndicate uplink, costs 20 telecrystals.
|usedfor = Giving other traitors or the nuke ops leader TC, charging F.R.A.M.E. cartridges.
|strategy = These crystals can be used to regular uplinks, nuke ops uplinks and F.R.A.M.E. cartridges.
|description = Twenty telecrystals in their rawest and purest form; can be utilized on active uplinks to increase their telecrystal count.
}}
 
===Super Surplus Crate===
{{anchor|Super_Surplus_Crate}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = "Crate"
|image = GrayCrate.png
|foundin = Ordered via syndicate uplink, costs 40 telecrystals.
|usedfor = Teaming up with another traitor to gamble all your TC.
|strategy = The 40 TC price means that you have to team up with at least one other traitor. Use codewords!
|description = '''40+ players only'''<br> This big boy contains 125 TC worth of items. If you feel you can trust other traitors, why not?
}}
 
===Random Item===
{{anchor|Random_Item}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = "???"
|image = GrayCrate.png
|foundin = Ordered via syndicate uplink, costs a random amount of telecrystals.
|usedfor = Purchasing a random item.
|strategy = Buy something completely random.
|description = Picking this will purchase a random item. Useful if you have some TC to spare or if you haven't decided on a strategy yet.
}}
 
==Conspicuous and Dangerous Weapons==
 
===Box of Throwing Weapons===
{{anchor|Box_of_Throwing_Weapons}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Box of Throwing Weapons
|image = Syndibox.png
|foundin = Ordered via syndicate uplink, costs 3 telecrystals.
|usedfor = Murdering people by throwing things.
|strategy = Use the throwing stars to cause heavy damage and bleeding due to embedding, and the bolas to prevent the target from running off or dodging.
|contents = 5x[[File:Tstar.png]], 2x[[File:Rbola.png]]
|description = This kit contains five throwing stars and two reinforced bolas. Throwing stars will deal heavy brute damage on hit and automatically embed, causing further brute and bleeding over time.<br> Reinforced bolas cause a 3.5 second [[Status_Effects#Knockdown|knockdown]] and will slow targets down on hit until they are removed. They take longer to remove than normal [[Makeshift_weapons#Bola|bolas]].
}}
 
 
===Energy Sword===
{{anchor|Energy_Sword}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Energy Sword
|image = ESword.png
|foundin = Ordered via syndicate uplink, costs 5 telecrystals.
|usedfor = Mass murder.
|strategy = This sword will usually crit someone in three to four hits (more if the target is armored). It leaves a bloody mess though. When it is on it has a chance to deflect projectiles.  Needs to be turned on before use. Can fit in a pocket if shut off.
|description = This is a melee weapon that will do a lot of (30) brute damage. It also has a high chance to knock someone down, or outright uncouncious. It has two states, on and off. When it's off, you can fit it into your pocket, but it's a terrible weapon.<br> Activate it to switch between the two states, but be warned, turning it on or off causes a very loud and distinct noise. It is also a very good combo combined with the [[#Mini Energy Crossbow|e-bow]]'s knockdown. You have a decent chance of reflecting projectiles with it when turned on.
You can also hit it with a multitool to make a RAINBOW SWORD.
}}
 
===Double-bladed Energy Sword===
{{anchor|Double-bladed_Energy_Sword}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Double-bladed Energy Sword
|image = DoubleESword.png
|foundin = Ordered via syndicate uplink, costs 13 telecrystals.
|usedfor = SUPER mass murder, making security and all their stunning and lasers completely irrelevant.
|strategy = Simply having this weapon active will completely ruin anyone who tries to shoot you with a taser.
|description = '''25+ players only'''<br> The double energy sword is an immensely powerful weapon, capable of sending unarmored victims into critical in just 3 hits (and likely stunning them, dismembering, or knocking them unconscious long before that). Like the single-bladed [[#Energy_Sword|Energy Sword]], it must be turned on to be used properly, and can still be stored in your pocket when turned off.<br> The main reason why this weapon is so powerful compared to its predecessor is because it will reflect all energy and laser bolts sent at it back at the person who shot at you, guaranteed.<br> This makes unrobust Security completely and totally useless at range, and makes them easy kills if they get hit by their own taser shots. This sword is not unstoppable, however. It also has a chance to reflect bullets, but this is somewhat unreliable.<br> It will also not stop melee attacks, so try to avoid the inevitable jousting matches with stunbatons and disarm intent. Temperature gun shots go right through this.
}}
 
===Gloves of the North Star===
{{anchor|Gloves of the North Star}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = "Gloves of the North Star"
|image =
|foundin = Ordered via syndicate uplink, costs 8 telecrystals.
|usedfor = ATATATATATA
|strategy = Buy this if you want to punch people really quickly.
|description = A pair of gloves that lets you punch things extremely fast. You can even set a battlecry from your favorite Japanese anime! Does not work with weapons and hulk hands.
}}


===Stealth and Camouflage Items===
{|class="wikitable sortable"
!<abbr title="Can Nuclear operatives order this item?">Ops?</abbr>
!Item
!class="unsortable"|Icon
!Cost
!Threat
!class="unsortable"|description
!class="unsortable"|info
|-
|style="text-align:center; background-color:#FF4136;"|No
|id="Chameleon_Kit"|Chameleon Kit
|[[file:Syndibox.png]]
|style="text-align: center;"|2
|0
|The chameleon kit is an outfit that can easily be set to any appearance in the game. Use the HUD icons to change individual pieces, or use the handy outfit button to select a quick and easy preset from common outfits.<br> The mask has a built-in voice changer that can be toggled on/off by using it in hand, and will match your voice with your currently equipped ID (great in combination with the Agent ID!). Extremely useful for infiltration.<br> If EMP'd, chameleon gear breaks, rapidly switching between outfits. If you don't actually care about traitoring, or steal a chameleon kit, this can be a lot of fun. You can also select outfit pieces from rare, admin-only or maybe even removed items!
|But not the skillcape!
|-
|style="text-align:center; background-color:#FF4136;"|No
|id="No-Slips" id="No-Slip_Chameleon_Shoes"|No-Slip Chameleon Shoes
|[[file:Brshoe.png]] <!-- wut -->
|style="text-align: center;"|2
|200
|These shoes have an action button to change shape, but unlike the chameleon shoes from the kit they also protect you from slips.
|20+ players only. Huh.
|-
|style="text-align:center; background-color:#19A974;"|Yes
|id="Agent_ID_Card" id="Agent_ID"|Agent ID Card
|[[file:Id_regular.png]]
|style="text-align: center;"|2
|0
|The Agent ID card has a number of useful applications. First and most notably, you can change it's appearance and assigned name and job at will. Note that this doesn't give you access on it's own, but wearing a common gas mask can allow you to appear as any other crewmember, or even a fake one. Wearing the Chameleon Kit's voice changing mask will also change your voice to match, but without it, talking will give you away.<br> Secondly, wearing this ID means the AI can't easily track you. They can still see you, but won't be able to select your name from their camera list to instantly jump to and automatically follow you. This can make it a pain for them to follow "law 2 find the traitor" orders.<br> Third, Beepsky and other security bots will be more lenient towards wearers of the Agent ID. These bots use a "threat assessment" system, and wearing the AID reduces this threat by 2, meaning they'll ignore minor crimes you commit near them as long as you don't stack too many offenses.<br> Finally, hitting a different ID with the Agent ID will allow you select up to 5 accesses to copy over depending on the target card's access. This persists even as you change it's appearance. The card has 5 [[Identification_Card#Wildcard_Slots|wildcard slots]] you can fill this way: 3 at common, 1 at command and 1 at captain level.
|
|-
|style="text-align:center; background-color:#19A974;"|Yes
|id="Chameleon_Projector"|Chameleon Projector
|[[file:Chameleon projector.gif]]
|style="text-align: center;"|7
|0
|Using the Chameleon Projector on an item will disguise you as that item. While disguised you move at walk speed and cannot interact with anything you're not already holding, and if someone tries to pick you up the disguise fails and you change back to normal. The AI also cannot track you while disguised.<br> Incredibly useful, and a lot of fun if you use it correctly; hiding as something tiny like a cigarette butt or can make it very difficult for firearms to hit you, as you must be clicked on directly. You can also blend into common objects on the shuttle, or just fuck around by turning into a toilet or something.
|
|-
|style="text-align:center; background-color:#19A974;"|Yes
|id="Artificial_Intelligence_Detector" id="AI_Detector"|Artificial Intelligence Detector
|[[file:multitool.png]]
|style="text-align: center;"|1
|0
|A functional multitool that turns red when it detects an artificial intelligence watching it or its holder. While the AI is watching or tracking you, the green center light will appear as red. If it is close but not seeing you yet, it'll be yellow. Knowing when an artificial intelligence is watching you is useful for knowing when to maintain cover, such as before murdering someone or breaking in somewhere. Recently, this item has gained the ability to show an overlay that lets you see camera coverage and the real-time location of AI camera eyes.
|
|-
|style="text-align:center; background-color:#19A974;"|Yes
|id="Smugglers_Satchel"|Smuggler's Satchel
|[[file:Smuggler.png]]
|style="text-align: center;"|1
|0
|This satchel is made to fit under floortiles, and comes with a crowbar and floortile to hide it with. It can also fit in a backpack, making it an exceptional item for storage since it can hold normal sized items.<br> Additionally, satchels randomly spawn across the station each round, and come with random contraband like drugs or posters. Using a t-ray scanner allows them to be seen from under floortiles.
Items contained within are blocked from N-spect scanner's "[[Guide to security#Space Law|Contraband Scan]]" functionality.
|Satchel contents used to persist between rounds, but people abused that feature hard.
|-
|style="text-align:center; background-color:#19A974;"|Yes
|id="Stimpack"|Stimpack
|[[file:Stimulant_medipen.png]]
|style="text-align: center;"|5
|0
|This stimulant medipen comes loaded with 50u [[Guide_to_chemistry#Stimulantschem|Stimulants]], which will heavily increase your run speed, reduce stuns and give a small heal over time.
|
|-
|style="text-align:center; background-color:#FF4136;"|No
|id="Mulligan"|Mulligan
|[[file:Syringe.png]]
|style="text-align: center;"|4
|0
|This syringe comes loaded with a [[Guide_to_chemistry#Mulligan Toxin|Mulligan Toxin]] that will randomize your appearance and identity, permanently.
|
|-
|style="text-align:center; background-color:#19A974;"|Yes
|id="EMP_Flashlight"|EMP Flashlight
|[[file:flashlight.png]]
|style="text-align: center;"|4
|0
|Behaves in almost an exactly similar way to the EMP kit's grenades/implant but is rechargeable, disguised, and localized. It functions exactly like a regular flashlight except when you hit something with the flashlight, the item will act as if it was hit with an EMP. Has 4 slowly regenerating charges. <br> Hitting a person with it will disable their headset and any energy based weaponry they possess, while hitting a cyborg will damage and stun it. Using it on doors may depower or electrify them.
|
|-
|style="text-align:center; background-color:#19A974;"|Yes
|id="Radio_Jammer"|Radio Jammer
|[[file:radio_jammer.png]]
|style="text-align: center;"|5
|0
|This device will block any nearby outgoing radio communication when activated. Activate it before killing someone so they can't scream over radio, and put it in your pocket or backpack.
|
|-
|style="text-align:center; background-color:#19A974;"|Yes
|id="Codespeak_Manual"|Codespeak Manual
|[[file:Red_book.png]]
|style="text-align: center;"|3
|0
|This manual teaches you, or anyone hit by it Codespeak, which sounds like random concepts and drinks to anyone listening.  Unlimited uses. Use ,t before saying something to speak in Codespeak.
|
|-
|style="text-align:center; background-color:#19A974;"|Yes
|GLA Brand Mail counterfeit Device
|[[File:Mail_counterfeit_device.png]]
|style="text-align: center;"|1
|0
|Device that is able to counterfeit NT's mail. This device also is able to place a trap inside of mail for malicious actions. Trap will "activate" any item inside of the mail. Also it might be used for contraband purposes. Integrated micro-computer will give you great configuration for your needs.
|Cargo techs and QMs are able to buy this in bulk for cheaper.
|-
|style="text-align:center; background-color:#FF4136;"|No
|Disable Telecomms
|
|style="text-align: center;"|4
|150
|When purchased, a virus will be uploaded to the telecommunication processing servers to temporarily disable themselves.
|Can only be bought once.
|-
|style="text-align:center; background-color:#FF4136;"|No
|Trigger Stationwide Blackout
|
|style="text-align: center;"|6
|200
|When purchased, a virus will be uploaded to the engineering processing servers to force a routine power grid check, forcing all APCs on the station to be temporarily disabled.
|Can only be bought once.
|}


===Space Suits===
===[[Holoparasite|Holoparasites]]===
{|class="wikitable sortable"
{{anchor|Holoparasite_Injector_Kit}}
!<abbr title="Can Nuclear operatives order this item?">Ops?</abbr>
{{Item
!Item
|bgcolor1 = #cccccc
!class="unsortable"|Icon
|bgcolor2 = #cccccc
!Cost
|name = Holoparasite injector kit
!Threat
|image = Syndibox.png
!class="unsortable"|description
|foundin = Ordered via syndicate uplink, costs 18 telecrystals.  
!class="unsortable"|info
|usedfor = ORAORAORAORAORA
|-
|strategy = Has many strategic options depending on which type of Holoparasite you choose to summon.  
|style="text-align:center; background-color:#19A974;"|Yes
|description = '''25+ players only'''<br> Contains a [[Holoparasite]] injector. When injected, it will attempt to summon a [[Ghost]] player to take on the role of a spirit-like entity living in your body, capable of using different powers to help you, decided by its type. If no ghost accepts the role, you can get a TC refund.  
|id="Syndicate_Space_Suit"|Syndicate Space Suit
}}
|[[file:Syndi_suit.png]]
|style="text-align: center;"|4
|0
|A special syndicate space suit that fits in backpacks, slows you less, and has a weapon slot. The color will be suspicious to the crew, however.<br>Resistances: melee = 40, bullet = 50, laser = 30, energy = 15, bomb = 30, bio = 30, rad = 30, fire = 80, acid = 85.
|-
|style="text-align:center; background-color:#FF4136;"|No
|id="Blood-red_Hardsuit"|[[MODsuits#Syndicate MODsuit|Syndicate MODsuit]]
|[[file:Syndiemod_inactive.png]]
|style="text-align: center;"|8
|200
|The feared suit of a syndicate nuclear agent. Features a special "Armor Booster" mod that boosts the user's armor in exchange for EVA protection while enabled, giving the user the following Resistances:
melee = 40, ballistic = 50, laser = 30, energy = 40, bomb = 35, biological = 100, fire = 50, acid = 90, wounds = 25
|{{H:title|In the code, each item can be included or excluded from categories, but not have their price based on them. Rather than making a duplicate, it's simply disabled, as the 8 tc already gets you a better suit.|Nukies can't actually buy this.}}
|-
|style="text-align:center; background-color:#19A974;"|Yes
|[[MODsuits#Elite Syndicate MODsuit|Elite Syndicate MODsuit]]
|[[File:Elite MOD control.png|alt=]]
|style="text-align: center;"|16
|900
|The feared suit of a syndicate nuclear agent. Features a special "Armor Booster" mod that boosts the user's armor in exchange for EVA protection while enabled, giving the user the following Resistances:
melee = 60, ballistic = 60, laser = 50, energy = 60, bomb = 55, biological = 100, fire = 100, acid = 100, wounds = 25
|
|-
|style="text-align:center; background-color:#FF4136;"|No
|id="Infiltrator_set"|Infiltrator MODsuit
|[[file:Infiltrator_case.png]]
|style="text-align: center;"|6
|0
|This special MODsuit is not spaceproof and sits on your belt slot, however it offers extreme damage resistance, no slowdown, and completely anonymizes you. This suit also has a module that induces bad thoughts in nearby NT employees, reducing their mood.
|Can only buy 1. '''NOT SPACEPROOF!!!'''
|-
|style="text-align:center; background-color:#19A974;"|Yes
|Thermal Vision MOD
|[[File:Thermal_visor.png]]
|style="text-align: center;"|3
|0
|Mod for a MODsuit that grants the user thermal vision.
|
|-
|style="text-align:center; background-color:#19A974;"|Yes
|Night Vision MOD
|[[File:Night_visor.png]]
|style="text-align: center;"|2
|0
|Mod for a MODsuit that grants the user night vision.
|
|-
|style="text-align:center; background-color:#19A974;"|Yes
|Plate compression MOD
|
|style="text-align: center;"|2
|0
|A module that lets the suit fit in backpacks, not compatible with storage modules or the Infiltrator MODsuit.
|
|-
|style="text-align:center; background-color:#19A974;"|Yes
|Chameleon MOD
|
|style="text-align: center;"|2
|0
|A MODsuit module that lets the modsuit's control unit disguise as other objects, such as a backpack.
|
|-
|style="text-align:center; background-color:#19A974;"|Yes
|Anti-Slip MOD
|
|style="text-align: center;"|2
|0
|A MODsuit module preventing the user from slipping on water.
|
|-
|style="text-align:center; background-color:#19A974;"|Yes
|Shock-Absorber MOD
|
|style="text-align: center;"|2
|0
|A MODsuit module preventing the user from getting knocked down by batons.
|The Syndicate MODsuit comes with this installed by default.


The Infiltrator MODsuit does not.
===Powerfist===
|-
{{anchor|Powerfist}}
|style="text-align:center; background-color:#19A974;"|Yes
{{Item
|Wraith Cloaking Module
|bgcolor1 = #cccccc
|[[File:Cloak traitor.png|frameless]]
|bgcolor2 = #cccccc
|style="text-align: center;"|3
|name = Power Fist
|0
|image = powerfist.png
|Automatically turns you very transparent, similiar to the Ninja MODsuit. This makes you harder to spot especially in dark areas. However the stealth will be broken for several seconds after any kind of physical contact. Not compatible with any MODsuit containing an armor booster module (Like the Syndicate MODsuit)
|foundin = Ordered via syndicate uplink, costs 6 telecrystals.
|Additionally, with the module activated, you can use it on lights to break them and recharge your MODsuit. (Typically by using Middle Mouse Button)
|usedfor = break some bones (if this were Baystation).
|}
|strategy = This weapon's main strength is throwing people away from you and/or into a fire, open airlock, electrified airlock, emagged gibber etc.
|description = This is a melee WEAPON (hold it in your hand) that can do moderate to really high brute damage. It is piston powered, and said piston is activated by gas coming from a gas tanks.<br> To mount a gas tank, simply click on the powerfist with the tank in your hand. The pressure valve can be adjusted with a wrench to the setting 1,2 and 3. To remove an empty tank, use a screwdriver on the powerfist. <br>
Setting one has force 20 and launches people 1 tile away.<br>
Setting two and three double and triple these values respectively, so 40/60 damage and 2/3 tiles thrown. <br>
From a standard, filled tank of air one should expect 4 full punches on setting two and 3 on setting three. <br>
}}


===Devices and Tools===
===Stechkin===
<span style="color: #19A974;">'''All items available to nuclear operatives.'''</span>
{{anchor|Stechkin}}
{|class="wikitable sortable"
{{Item
!Item
|bgcolor1 = #cccccc
!class="unsortable"|Icon
|bgcolor2 = #cccccc
!Cost
|name = Stechkin Pistol
!Threat
|image = stetchkin.png
!class="unsortable"|description
|foundin = Ordered via syndicate uplink, costs 7 telecrystals
!class="unsortable"|info
|usedfor = Quick and concealable murder.
|-
|strategy = Keep it hidden, it's possible to gain this gun by other means beyond being a traitor but the average Security Officer will assume it's Syndicate until proven otherwise.
|id="Cryptographic_Sequencer"|[[Emag|Cryptographic Sequencer]]
|description = A small gun, fits into your pocket when not fitted with a suppressor. Has an 8-round magazine and is semi-automatic - meaning it'll eject bullet casings as it fires making evidence clean up harder. Does 30 brute damage on an unarmoured target but dumping the magazine will usually kill or crit all but the most well-prepared and/or armoured foes.<br> Can be fitted with a suppressor, which makes it a very lethal and effective weapon of murder. However, this increases the size to normal and will no longer fit in your pocket. Uses [[#10mm_Handgun_Magazine|10mm ammunition]].  
|[[file:emag.png]]
}}
|style="text-align: center;"|4
|0
|An Assistant ID, with foreign electronics taped onto it, and an S drawn on the filed off job icon make it '''painfully obvious to everyone around you''' as how valid you are and what you're doing. Sparks tend to shoot off things after you hack them. Exercise caution when using it and prepare to be caught.


Also called an [[Emag]] ('''e'''lectro'''mag'''netic card), it allows you to break open most electronic locks, and can alter many many things on the station. Also has several special functions, as it can hack cyborgs to serve you, cause multiple electronic devices to malfunction and become deadly, and can really ruin an engineer's day. Emagging something is different from [[Hacking]] something. Nanotrasen has upgraded their airlocks to be proofed against these, so you'll need a more special card to overload their electronics, see below.
===Revolver===
{{anchor|Revolver}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = .357 Revolver
|image = Revolver.png
|foundin = Ordered via syndicate uplink, costs 13 telecrystals
|usedfor = Very quick and loud murder.
|strategy = Pew pew!
|description = It's a gun. Click on someone and you shoot at them. Does 60 brute damage per shot on an unarmoured target, considerably less on an armoured one. It's a very reliable weapon for a quick and bloody murder, as most people cannot react in time before being shot twice. Keep in mind that it makes a very loud and distinct noise.<br> This gun comes loaded with 7 rounds, more can be bought from your uplink or created with a hacked autolathe. The damage is high enough to quickly blow up a supermatter crystal. Uses [[#357_Speedloader|.357 ammunition]].  
}}


Just like an ID card, you can hide it in a wallet along with 3 other cards/emags/doorjacks/lighters/holochips.


Wallets can be found in dorm room lockers, uncommonly in maintenance or Cargo Bay, or made with leather from the biogenerator in the public garden.
===Toy Pistol with Riot Darts===
{{anchor|Toy_Gun_with_Riot_Darts}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Toy Gun with Riot Darts
|image = Toy_gun.png
|foundin = Ordered via syndicate uplink, costs 3 telecrystals.
|usedfor = Hiding a stunning weapon in plain sight.
|strategy = This gun is identical to the normal toy guns, but it shoots stamina-damaging darts that can knock down.
|description = An innocent-looking toy pistol designed to fire foam darts. Comes loaded with [[#Box_of_Riot_Darts|riot-grade darts]] effective at incapacitating a target.
}}


You can also put it on your ID slot and show it off like an ID card, but that doesn't really do anything.
==Stealthy and Inconspicuous Weapons==
|
|-
|id="Airlock_Override" id="Airlock_Authentication_Override" id="Airlock_Authentication_Override_Card"|Airlock Authentication Override Card
|[[file:Syndicate_doorjack.png]]
|style="text-align: center;"|3
|0
|A specialized cryptographic sequencer with a distinctive battery tray, specifically designed to override station airlock access codes. Doors hacked open shoot off very visible sparks when you use it, just like its more well known brother, so exercise caution and stealth.


After hacking a certain number of airlocks, the device will require some time to recharge. Has 3 charges and automatically recharge 1 every 3 minutes. Examine the card to see remaining time until next charge.  
===Dart Pistol===
*If it can be opened, opens it and breaks so it stays open.
{{anchor|Dart_Pistol}}
*If it can't be opened, just breaks so it stays closed.
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Dart Pistol
|image = Dart_pistol.png
|foundin = Ordered via syndicate uplink, costs 2 telecrystals.  
|usedfor = Shooting chemicals. Useful with the Poison Kit.
|strategy = Use it as you would a normal syringe gun; the only difference is that it fits into a pocket.
|description = This pistol can load chemical-filled syringes and shoot them at people. Only fits one syringe at a time, but it can fit in pockets.
}}


*Airlocks unable to be opened, due to such things as being bolted or welded shut cannot be bypassed with this card.  
===Dehydrated Space Carp===
{{anchor|Dehydrated_Space_Carp}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Dehydrated Space Carp
|image = Carp_plush.png
|foundin = Ordered via syndicate uplink, costs 1 telecrystal.
|usedfor = Sudden carp invasions.
|strategy = Looks like a normal carp toy. If it comes in contact with water, however, it will create a full-sized space carp, aggressive to everyone nearby. If you use the plushie in hand before activating it, the carp won't attack you once spawned.
|description = Looks like a plush toy carp, but just add water and it becomes a real-life space carp! Activate in your hand before use so it knows not to kill you.
}}


Just like an ID card or an emag, you can hide it in a wallet along with 3 other cards/emags/doorjacks/lighters/holochips.
===Energy Dagger===
{{anchor|Energy Dagger}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Energy Dagger
|image = Edagger.gif
|foundin = Ordered via syndicate uplink, costs 2 telecrystals.
|usedfor = Last resort combat.
|strategy = Shove it in your PDA. Don't bring it out until you need it, because everyone knows only syndicates have energy blades.
|description = It's a dagger that does 18 brute on hit, and 35 brute when thrown. It can be disguised and hidden as a pen. Keep it out of sight and then bring it out once you've got somebody on the ropes.<br> It's better than most weapons very cheap, so it's not a bad last resort. Unless people know you have it they're very unlikely to search your PDA pen slot.
}}
 
 
 
===Martial Arts Scroll===
{{anchor|Martial_Arts_Scroll}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Martial Arts Scroll
|image = Scroll.png
|foundin = Ordered via syndicate uplink, costs 17 telecrystals.
|usedfor = Fighting ranged attackers, killing people with your fists.
|strategy = This scroll will teach you the Sleeping Carp style, making you immune to ranged attacks but also unable to use guns, while making your hits stronger.
|description = <br>You must keep reading the scroll until you get a message saying you have mastered the ability. This will take some time and you will see several smaller flavor messages while reading. The Sleeping Carp style then lets you ignore all ranged attacks, whether energy or physical (but not thrown items). Dodging an attack this way will make a noticeable sound and message, which will alert everyone close of this skill, and thus of your traitor status.<br> You will also not be able to use any ranged weapon, as it would be dishonorable.
Your punches do 10 to 15 brute, and your grabs will start as aggressive.
You can also combo attacks by switching intents while hitting. Possible Combos:
* '''Wrist Wrench''': Disarm Disarm. Forces the opponent to drop the item in his hand. Stuns for 6 seconds. Does not work if target is stunned or paralyzed.
* '''Back Kick''': Harm Grab. The opponent must be facing away from you. Paralyzes for 8 seconds. Does not work if target is paralyzed.
* '''Stomach Knee''': Grab Harm. Knocks the wind out of the opponent and stuns for 4 seconds. Does not work if target is paralyzed.
* '''Head Kick''': Disarm Harm Harm. Decent damage, forces the opponent to drop the item in his hand. Stuns for 8 seconds. Does not work if target is paralyzed.
* '''Elbow Drop''': Harm Disarm Harm Disarm Harm. The opponent must be on the ground. Deals huge damage, and instantly kills anyone in critical condition.
}}
 
===Mini Energy Crossbow===
{{anchor|Mini_Energy_Crossbow}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = {{anchor|Miniature_Energy_Crossbow}}Miniature Energy Crossbow
|image = Ebow.png
|foundin = Ordered via syndicate uplink, costs 10 telecrystals
|usedfor = Stunning people.
|strategy = No one sees any messages of who fired at who, but the target knows when they are shot. Use this weapon very carefully and covertly, but remember it is also very good when in a pitch because every hit is a knockdown.
|description = This weapon is not meant for killing, rather it is intended for stunning. Though this weapon does make a sound when fired, it is still very quiet, and can easily be concealed in your pocket.<br> Additionally this weapon does not provide any message that it has been fired. Strong when paired with an energy sword, as it cannot reliably kill anything by itself. It has no shot limit, but takes a while to charge each shot. Each shot deals 15 toxin damage, [[Status_Effects#Knockdown|knocks down]] for 1 second, deals 60 stamina damage and blurs the vision of the target. It takes two hits to [[Status_Effects#Paralyze|paralyze]] someone.
}}
 
===Boxed Origami Kit===
{{anchor|Boxed Origami Kit}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = {{anchor|Origami}}Boxed Origami Kit
|image = Syndibox.png
|foundin = Ordered via syndicate uplink, costs 14 telecrystals
|usedfor = Folding paper airplanes.
|strategy = Lets you fold any paper into sharp paper airplanes to hit people in the eyes with.
|description = The box contains a book able teach you The Art of Origami, and 5 ordinary papers. Activate the book in hand to read it until you get the message "You feel like you've got a good handle on origami!". This will give you a new HUD icon. Click the HUD icon to toggle origami folding on. When on, any paper airplane you fold (by alt-clicking a paper) will turn into a deadly throwing weapon, which looks the same as an ordinary paper airplane. These planes will deal 20 brute damage on thrown hit and cause bleeding. Victums not wearing any eyewear it will also be [[Status_Effects#Paralyze|paralyzed]] for 4 seconds plus and take eye damage. These planes will always hit people in the eyes, regardless of which body part you're aiming at.
}}
 
===Poison Kit===
{{anchor|Poison_Kit}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Poison Kit
|image = Syndibox.png
|foundin = Ordered via syndicate uplink, costs 6 telecrystals.
|usedfor = Murdering people silently.
|strategy = Inject these poisons into food, medicines, cryotubes, or just shoot them with a syringe gun.
|contents = [[File:Bottle.png]][[File:Syringe.png]]
|description = This kit contains a bottle each of [[Guide to chemistry#Polonium|Polonium]], [[Guide to chemistry#Venom|Venom]], [[Guide to chemistry#Fentanyl|Fentanyl]], [[Guide to chemistry#Formaldehyde|Formaldehyde]], [[Guide to chemistry#Cyanide|Cyanide]], [[Guide to chemistry#Histamine|Histamine]], [[Guide to chemistry#Initropidil|Initropidil]], [[Guide to chemistry#Pancuronium|Pancuronium]], [[Guide to chemistry#Sodium Thiopental|Sodium Thiopental]], [[Guide to chemistry#Coniine|Coniine]], [[Guide to chemistry#Curare|Curare]] and [[Guide to chemistry#Amanitin|Amanitin]], with a free syringe to inject them with.  
}}


You can also put it on your ID slot and show it off like an ID card, but that doesn't really do anything.
===Romerol===
|
{{anchor|Romerol}}
|-
{{Item
|id="Camera_Bug"|SyndEye Program
|bgcolor1 = #cccccc
|[[file:camera_bug.gif]]
|bgcolor2 = #cccccc
|style="text-align: center;"|1
|name = Romerol
|0
|image = Syndibox.png
|A data disk containing a unique PC app that allows you to watch cameras and track crewmembers. Upload it to your PDA or personal computer to track your targets!
|foundin = Ordered via syndicate uplink, costs 25 telecrystals.
|
|usedfor = Creating a zombie infestation.
|-
|strategy = Inject into food, medicines, cryotubes, or just shoot it with a syringe gun.
|id="Syndie_toolbox" id="Fully_Loaded_Toolbox"|Fully Loaded Toolbox
|contents = [[File:Bottle12.png]][[File:Eyedropper.png]][[File:Syringe.png]]
|[[file:Syndicatetools.png]]
|description = [[Guide_to_chemistry#Romerol|Romerol]] adds a zombie infection organ to victims. When those victims die, they will revive as zombies who can infect other people. Because [[Guide_to_chemistry#Romerol|Romerol]] costs more than 20 telecrystals, at least two traitors will need to collaborate to buy it. It can be applied to corpses directly, allowing creation of zombies from corpses in the [[Morgue]].
|style="text-align: center;"|1
}}
|0
 
|It's a suspicious looking toolbox, filled with useful tools. Contains:a [[File:Screwdriver tool.png|link=Screwdriver]], a[[File:Wrench.png|link=Wrench]], a [[File:Welder.png|link=Welding Tool]], a [[File:Crowbar.png|link=Crowbar]], a[[File:Multitool.png|link=Multitool]], some [[File:Wirecutters.png|link=Wirecutters]], and a pair of [[Clothing_and_Accessories#Combat_Gloves|combat gloves]] (which are insulated). It's also slightly more robust than a regular toolbox.
===Sleepy Pen===
|Can be found offstation sometimes.
{{anchor|Sleepy_Pen}}
|-
{{Item
|id="Adaptative_Cardboard_Cutouts"|Adaptive Cardboard Cutouts
|bgcolor1 = #cccccc
|[[file:Syndibox.png]]
|bgcolor2 = #cccccc
|style="text-align: center;"|1
|name = "Pen"
|0
|image = Pen.png
|This box contains three cardboard cutouts and a crayon to color them with. Unlike normal cardboard cutouts, they have no distinctive yellow tint, which makes them good for fooling gullible crew or an AI.
|foundin = Ordered via syndicate uplink, costs 4 telecrystals.
|
|usedfor = Disabling people, making people look dead.
|-
|strategy = This item will paralyze people, so they cannot talk and will collapse after a short time. It will quickly wear off.
|id="Decoy_Nuclear_Authentication_Disk"|Decoy Nuclear Authentication Disk
|description = This is a very devious little item. It is a refillable instant injector that looks like a pen. The pen can hold up to 45u reagents and starts with 20u [[Guide_to_chemistry#Chloral_Hydrate|Chloral Hydrate]], 15u [[Guide to chemistry#Mute_Toxin|Mute-Toxin]], and 10u [[Guide to chemistry#Tirizene|Tirizene]], which prevents people from talking and causing them to fall asleep after about 20 seconds at most. They can still see and hear everything around them, until they actually fall asleep. Does not penetrate hardsuits. The victim will feel a tiny prick but the stab will be invisible to others. <br> The default [[Guide_to_chemistry|chemicals]] inside are completely non-lethal, so if you want to kill with it you need [[Syndicate Items#Poison Kit|something else]]. Not available to [[Syndicate guide|Nuke Ops]].
|[[file:NuclearDisk.gif]]
}}
|style="text-align: center;"|1
 
|0
 
|It's just a normal disk. Visually it's identical to the real deal, and only the [[Captain]] or nuclear operatives can identify it. Regular crew will find out by looking at the pinpointer or trying to put it in the nuke.
===Universal Suppressor===
{{anchor|Suppressor}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Suppressor
|image = Universal_suppressor.png
|foundin = Ordered via syndicate uplink, costs 3 telecrystals.
|usedfor = Silencing weapons.
|strategy = Attach it to your [[#Stechkin|Stechkin]], or to other ballistic weapons (that isn't a revolver or shotgun) to silence and remove the weapon's attack messages.
|description = A universal syndicate small-arms suppressor for maximum espionage. Can be attached to almost any non-revolver/shotgun firearm. Remove it by alt-clicking the firearm.
}}
 
==Ammunition==
===.357 Speedloader===
{{anchor|357_Speedloader}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = .357 Speedloader
|image = 357_speedloader.png
|foundin = Ordered via syndicate uplink, costs 4 telecrystals. Also made in hacked autolathes, costs 50,000 metal units.
|usedfor = Ammo for the [[#Revolver|Revolver]].
|strategy = Order in conjunction with the revolver for extra killing potential. Or better yet completely ignore it and go for the hacked autolathe method instead.
|description = This is ammo for the [[#Revolver|Revolver]]. It gives the revolver 7 more shots. It can be used by clicking on an empty revolver while you hold the ammo in your active hand.<br> This can be made and recycled in a hacked autolathe for 50,000 metal units, and it is usually always a better idea to gain access to that over ordering these if it is an option.
}}
 
===10mm Handgun Magazine===
{{anchor|10mm_Handgun_Magazine}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = 10mm Handgun Magazine
|image = 10mmMag.png
|foundin = Ordered via syndicate uplink, costs 1 telecrystals. Loose ammo boxes can be made in a hacked autolathe, costs 50,000 metal units.
|usedfor = Ammunition for the [[#Stechkin|Stechkin]].
|strategy = Order in conjunction with the stechkin for extra killing potential. Using on a stechkin already loaded with a magazine will do a ''tacticool reload'', replacing the old magazine with it and dropping the old magazine under your feet. Can be handloaded from a loose ammo box.
|description = This is ammo for the [[Syndicate Items#Stechkin|Stechkin]]. It gives the stechkin a full clip. It can be used by either using a stechkin in hand to remove the old magazine and loading it in, or using directly for a tactical reload.<br> Loose ammo boxes can be made in a hacked autolathe for 50,000 metal units, it is ill-advised to order any more handgun magazines as it's more economical to simply handload empty magazines.
}}
 
===10mm Armour Piercing Magazine===
{{anchor|10mm_Armour_Piercing_Magazine}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = 10mm Armour Piercing Magazine
|image = 10mmmagAP.png
|foundin = Ordered via syndicate uplink, costs 2 telecrystals.
|usedfor = Armour piercing ammunition for the [[#Stechkin|Stechkin]].
|strategy = Order this when you want to kill someone armoured like security staff.
|description = An additional 8-round 10mm magazine; compatible with the [[#Stechkin|Stechkin Pistol]]. These rounds are less effective at injuring the target but penetrate protective gear.
}}
 
===10mm Incendiary Magazine===
{{anchor|10mm_Incendiary_Magazine}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = 10mm Incendiary Magazine
|image = 10mmmagfire.png
|foundin = Ordered via syndicate uplink, costs 2 telecrystals.
|usedfor = Ammunition for the [[#Stechkin|Stechkin]] which sets the target on fire.
|strategy = Order this when you want to see someone burn.
|description = An additional 8-round 10mm magazine; compatible with the [[#Stechkin|Stechkin Pistol]]. Loaded with incendiary rounds which ignite the target.
}}
 
===10mm Hollow Point Magazine===
{{anchor|10mm Hollow_Point_Magazine}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = 10mm Hollow Point Magazine
|image = 10mmmaghollow.png
|foundin = Ordered via syndicate uplink, costs 3 telecrystals.
|usedfor = Ammunition for the [[#Stechkin|Stechkin]] which deals more damage against unarmoured targets.
|strategy = Order this when you want to kill someone who is likely unarmoured.
|description = An additional 8-round 10mm magazine; compatible with the [[#Stechkin|Stechkin Pistol]]. These rounds are more damaging but ineffective against armour.
}}
 
===Box of Riot Darts===
{{anchor|Box_of_Riot_Darts}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Ammo-riot darts
|image = Foambox_riot.png
|foundin = Ordered via syndicate uplink, costs 2 telecrystals.
|usedfor = Ammo for the foam force [[#Toy_Gun_with_Riot_Darts|Toy Handgun]].
|strategy = Order as extra ammo for the toy gun. Generally not a good idea as riot darts themselves are re-usable.
|description = This is ammo for the [[#Toy_Gun_with_Riot_Darts|Toy Gun]]. Buy this if you cannot get it from an autolathe, or reuse the ones you shot.
}}
 
 
== Grenades and Explosives ==
 
===Composition C-4===
{{anchor|Composition C-4}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = C-4
|image = C4.gif
|foundin = Ordered via syndicate uplink, costs 1 telecrystal.
|usedfor = Blowing stuff up.
|strategy = Stick it on things that need to blow up.
|description = This pack of explosives can detonate and destroy almost anything it is placed on, after any chosen amount of seconds (the shortest being 10). C4 takes 3 seconds to set up, and requires you to be un-interrupted.<br> You can also attach a signaler to detonate instantly, among other things. Can be directly placed on mobs, but will only deal around 50 damage and not gib.
}}
 
===Bag of C-4 Explosives===
{{anchor|Bag_of_C-4_Explosives}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Bag of C-4 Explosives
|image = Duffle_syndie.png
|foundin = Ordered via syndicate uplink, costs 8 telecrystals. (20% discount)
|usedfor = Blowing lots of stuff up.
|strategy = Stick it on things that need to blow up.
|description = Contains 10 [[#C4|C4]] charges in a handy dufflebag, to use however you want. Activate in hand to set a timer. The timer will then start when you place the C4 on something. Placing C4 takes a few seconds (progress bar).
}}
 
===Bag of X-4 Explosives===
{{anchor|Bag_of_X-4_Explosives}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Bag of X-4 Explosives
|image = X4.png
|foundin = Ordered via syndicate uplink, costs 4 telecrystals.
|usedfor = Blowing stuff up.
|strategy = Stick it on things that need to blow up.
|description = Contains 3 X4 charges in a handy dufflebag, to use however you want. X4 is a more powerful version of [[#C4|C4]], and will also deal damage in a cone behind the target.
}}
 
===EMP Kit===
{{anchor|EMP_Kit}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = EMP Kit
|image = Syndibox.png
|foundin = Ordered via syndicate uplink, costs 2 telecrystals.
|usedfor = The disabling of technology, such as cameras, radios, etc.
|strategy = Best used aggressively against technology, such as destroying an AI. If you wish to opt for a more stealthy approach, the [[#Cryptographic Sequencer|Cryptographic Sequencer]] and [[#EMP Flashlight|EMP Flashlight]] are usually better. Note that EMP grenades are the pretty much the only reliable way to stop an approaching cyborg from afar as a traitor, unless you have access to an [[Security_items#Ion_rifle|Ion rifle]].
|contents = [[file:Emp grenade.png]]x6[[file:injector.png]]
|description = These are weapons used for disabling electronics like the AI's cameras. They can also be used to silence those pesky pAIs for a few minutes. That or flat out kill them while you home in for the kill. Click on the Grenade to activate it and then throw it like normal grenades.<br> The implanter functions the same, but after implanting it into yourself, it can be activated three times using the action button. Other uses include draining the batteries of APCs, completely draining the batteries of sec equipment like stun batons and tasers, shocking/opening nearby doors and blinding those who wear thermals caught in the emp range.<br> If you EMP a group of sec officers before a fight, they'll be completely disarmed of their firearms, and any electronic weaponry aside from [[Security_items#Flashbang|Flashbangs]]. They also stun cyborgs for a good deal of time.
}}
 
===Detomatix PDA Cartridge===
{{anchor|Detomatix_PDA_Cartridge}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Detomatix Cartridge
|image = Pda cartrige.png
|foundin = Ordered via syndicate uplink, costs 6 telecrystals.
|usedfor = Making other's [[PDA]]s explode.
|strategy = Use this to hurt your target from afar, or wait until you can see them, detonate their PDA, and then quickly kill them.  
|description = A cartridge for your [[PDA]]. When inserted, it will allow you to use the missile program to attempt to remotely detonate other people's [[PDA]]s in a kind of weak explosion (Still powerful enough to knock out people and destroy the victim's ID, though).<br> Your target [[PDA]] will need the messenger function turned on in order to attempt this, and you need to scan for other [[PDA]]s, then import the list.  Despite this it is a decent way of sowing panic aboard the station, or softening up a target for an assassination attempt.<br> Comes with 4 charges. It also has a bomb program that when run causes the [[PDA]] to self destruct. Useful against gullible targets, or turning [[PDA]]s into hand grenades.<br> For syndicates, this cartridge has the blast door toggle function for the [[Syndicate guide|syndicate shuttle]] as well, allowing you to open the door when the person with the military [[PDA]] has died horribly.
}}
 
===Pizza Bomb===
{{anchor|Pizza_Bomb}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Pizza Bomb
|image = Pizza_bomb.gif
|foundin = Ordered via syndicate uplink, costs 6 telecrystals.
|usedfor = Tasty bomb delivery.
|strategy = This pizza box contains a bomb inside, a bit stronger than a [[#Syndicate_Minibomb|Syndicate Minibomb]]. To arm it, open the box, using the other hand take out the pizza, drop the pizza, use the box again with your empty hand to set the timer, put the pizza back in, close it. The next person to open it will trigger the bomb!
|description = A pizza box with a bomb cunningly attached to the lid. The timer needs to be set by opening the box; afterwards, opening the box again will trigger the detonation after the timer has elapsed. Comes with free pizza, for you or your target!
}}
 
===Slipocalypse Clusterbang===
{{anchor|Slipocalypse_Clusterbang}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Slipocalypse Clusterbang
|image = Clusterbang.png
|foundin = Ordered via syndicate uplink, costs 3 telecrystals.
|usedfor = Making a large area slippery with soap.
|strategy = Once used, it will split into several grenades, which in turn will spawn a bar of [[#Syndicate_Soap|Syndicate Soap]] each.
|description = A traditional clusterbang grenade with a payload consisting entirely of Syndicate soap. Useful in any scenario!
}}
 
===Syndicate Bomb===
{{anchor|Syndicate_Bomb}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Syndicate Bomb
|image = Syndicate_Bomb.gif
|foundin = Ordered via syndicate uplink, costs 11 telecrystals.
|usedfor = Making really big holes.
|strategy = Place somewhere safe, activate, and run. Make sure nobody defuses it. Protip: You can remove the payload (screwdriver, cut all wires, crowbar it out) and detonate it with [[#C4|C4]] for a quick bang.
|description = The Syndicate Bomb has an adjustable timer with a minimum setting of 90 seconds. Ordering the bomb sends you a small beacon, which will teleport the explosive to your location when you activate it. You can wrench the bomb down to prevent removal.<br>
The crew may defuse the bomb by opening up the wiring and messing with it, however this has a chance of backfiring and causing the bomb to explode instantly. This can be used to your advantage by figuring out the detonation wire and adding a signaler so you can control when the bomb will go off.<br>
When the bomb explodes, it creates a huge explosion, which punches holes in the station and destroys the surrounding area. Flames burst everywhere, but they extinguish almost immediately, most likely due to exposure to space.<br>
Despite their cost, an expertly made tank bomb can still outdo the explosion caused by these.
}}
 
===Syndicate Minibomb===
{{anchor|Syndicate_Minibomb}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Syndicate Minibomb
|image = Syndicate_Minibomb.gif
|foundin = Ordered via syndicate uplink, costs 6 telecrystals.
|usedfor = Blowing shit up, making holes in the station.
|strategy = Cook the grenade in your hand (for no longer than at most two seconds) and throw it at someone when they least expect it. Use it on crowds or downed targets.
|description = The Minibomb is a grenade with a five-second fuse. It will cause a small explosion, but that explosion will still create holes to space. It can usually outright kill or even gib an unarmored target. Those wearing armor may survive. A messier and more costly alternative to using an [[Makeshift_weapons#IED|IED]] on a corpse.
}}
 
 
==Stealth and Camouflage Items==
 
===Chameleon Kit===
{{anchor|Chameleon_Kit}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Chameleon Kit
|image = Syndibox.png
|foundin = Ordered via syndicate uplink, costs 2 telecrystals.
|usedfor = A complete kit of clothing (jumpsuit, vest, shoes, gloves, mask, hat, PDA, gun, stamp and headset) capable of changing color and shape. Lightly armored.
|strategy = Very useful for traitors who want to try a stealthy approach by disguising as a bunch of crewmembers.
|description = Each part of the disguise kit gives a HUD button in the top-left corner to individually change each part. The shoes in this kit do not prevent slipping.<br>
The mask has a built-in voice changer that can be toggled on/off by using it in hand, and will match your voice with your currently equipped ID (great in combination with the Agent ID!). Extremely useful for infiltration.
}}
 
===No-Slip Chameleon Shoes===
{{anchor|No-Slip_Chameleon_Shoes}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = No-Slip Chameleon Shoes
|image = Brshoe.png
|foundin = Ordered via syndicate uplink, costs 2 telecrystals.
|usedfor = Not slipping.
|strategy = These can be bought separately from the chameleon kit if you don't need the rest.
|description = '''20+ players only'''<br> Similar to the [[#Chameleon_Kit|Chameleon Kit]] these shoes have an action button to change shape, but unlike the chameleon shoes they also protect you from slips.
}}
 
===Agent ID Card===
{{anchor|Agent_ID_Card}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Agent Identification Card
|image = Id_regular.png
|foundin = Ordered via syndicate uplink, costs 2 telecrystals.
|usedfor = Concealing your identity and avoiding security/the AI.
|strategy = Copy someone's name and access while being near invisible to the AI and security bots. Use in conjunction with a [[#Chameleon_Kit|Chameleon Kit]] or at least a mask.
|description = This is a special ID card with multiple uses:
* The AI's camera eye can no longer track/jump to you and instead has to manually follow you.
* Having an agent card in your ID slot will reduce security bots' threat assessment level by 2. This makes them ignore most offenses and even arrest warrants as long as you don't stack more than one offense.
* You can forge the card's name, assignment, account ID, and look. This works in combination with the chameleon kit's voice changer!
* Agent IDs copy the access of other ID cards they're used on. Lots of fun at the HoPline. Basic access is Maintenance and Syndicate.
* Forging for the first time will automatically assign your account ID to it.
}}
 
===Chameleon Projector===
{{anchor|Chameleon_Projector}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Chameleon Projector
|image = Chameleon projector.gif
|foundin = Ordered via syndicate uplink, costs 7 telecrystals.
|usedfor = Hiding as an item on the station.
|strategy = Scan an item nobody cares about (it defaults as a cigarette butt) and hide as that item when in a chase, just make sure people don't pick you up. Move only when nobody's looking.
|description = Allows you to scan any item that can be picked up and then disguise yourself as that item. While disguised you move at walk speed and cannot interact with anything you're not already holding, and if someone tries to pick you up the disguise fails and you change back to normal.<br> Incredibly useful, and a lot of fun, if you use it correctly. You cannot be detected by the AI when it is active.<br> Currently an extremely powerful item as in order to shoot and actually hit you, security must click on the item you disguised as, not the tile you're on or past that. This makes disguising as a cigarette butt very useful for making them waste all their shots.
}}
 
===Camera Bug===
{{anchor|Camera_Bug}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Camera Bug
|image = camera_bug.gif
|foundin = Ordered via syndicate uplink, costs 1 telecrystal.
|usedfor = Spying through cameras.
|strategy = Can be used to know when people are in a certain area so you know when to detonate a bomb, or sneak through and steal something, or murder someone. Can also be used to remotely disable many cameras at the same time.
|description = '''Has been bugged since 2018, and usually only gives a blank window.''' <br>
When activated in your hand, you will see a list of all active cameras on the station, for you to use to spy on people or areas as you please. You do not need to use the Camera Bug on cameras to be able to remotely view them. It can also track people. The Camera Bug used to be upgradable, but now has network, tracking, and sabotage upgrades by default and can not be further upgraded. Use the Camera Bug on a camera to bug it. Bugging a camera will allow you to remotely disable that camera through the 'tracking menu'.
 
}}
 
===Smuggler's Satchel===
{{anchor|Smuggler's_Satchel}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Smuggler's Satchel
|image = Smuggler.png
|foundin = Ordered via syndicate uplink, costs 2 telecrystals.
|usedfor = Hiding items under floortiles.
|strategy = Use it to stash contraband or bombs under the crew's feet.
|description = This satchel is made to fit under floortiles, and contains already a crowbar and floortile to hide it with. It can also fit in a back pack, making it an exceptional item for storage since it can hold normal sized items.<br> Satchel contents no longer persist between rounds, blame the guys who gave themselves traitor and wizard items every other round.
}}
 
===Stimpack===
{{anchor|Stimpack}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Stimpack
|image = Stimulant_medipen.png
|foundin = Ordered via syndicate uplink, costs 5 telecrystals.
|usedfor = Speed and reducing stuns for a long time.
|strategy = Use it on yourself before a fight with security.
|description = This stimulant medipen comes loaded with 50u [[Guide_to_chemistry#Stimulants|Stimulants]], which will heavily increase your run speed, reduce stuns and give a small heal over time.
}}
 
===Syndicate Soap===
{{anchor|Syndicate_Soap}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = "Soap"
|image = Synsoap.png
|foundin = Ordered via syndicate uplink, costs 1 telecrystal.
|usedfor = Cleaning things, and slipping people on it.
|strategy = Can be used for a quick clean up if you lack space cleaner, so you're not covered in blood, or it can be used like a banana peel.
|description = It's a bar of evil looking soap. It can clean up a blood off the ground or on your clothes by using it on them. Also slips people for a moment. Useful with an energy sword. In addition, it cleans things much faster than normal soap, making it handy for a quick cleanup.
}}
 
===Mulligan===
{{anchor|Mulligan}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Mulligan
|image = Syringe.png
|foundin = Ordered via syndicate uplink, costs 4 telecrystals.
|usedfor = Changing identity.
|strategy = Use it on yourself and find new clothes.
|description = This syringe comes loaded with a [[Guide_to_chemistry#Mulligan Toxin|Mulligan Toxin]] that will randomize your appearance and identity, permanently.
}}
 
===EMP Flashlight===
{{anchor|EMP Flashlight}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Flashlight
|image = flashlight.png
|foundin = Ordered via syndicate uplink, costs 4 telecrystals.  
|usedfor = Disabling technology, such as cameras, radios, doors, cyborgs, etc. Can also be used to unlock lockers.
|strategy = Best used stealthily against technology. For the traitor who prefers a more delicate touch.
|description = Behaves in almost an exactly similar way to the EMP kit's grenades/implant but is rechargeable, disguised, and localized. It functions exactly like a regular flashlight except when you hit something with the flashlight, the item will act as if it was hit with an EMP.<br> Hitting a person with it will disable their headset and any energy based weaponry they possess, while hitting a cyborg will damage and stun it. Using it on doors may either open or electrify them. The flashlight constantly recharges, but only has around 4 uses before it needs to recharge.
}}
 
===Adaptive Cardboard Cutouts===
{{anchor|Adaptive_Cardboard_Cutouts}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Adaptive Cardboard Cutouts
|image = Syndibox.png
|foundin = Ordered via syndicate uplink, costs 1 telecrystal.
|usedfor = Making the crew believe in a nonexistant threat.
|strategy = Place them somewhere, and disguise them as anything.
|description = This box contains three cardboard cutouts and a crayon to color them with. Unlike normal cardboard cutouts, they have no distinctive yellow tint, which makes them good for fooling gullible crew or an AI.
}}
 
===Decoy Nuclear Authentication Disk===
{{anchor|Decoy_Nuclear_Authentication_Disk}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Nuclear Authentication Disk
|image = NuclearDisk.gif
|foundin = Ordered via syndicate uplink, costs 1 telecrystal.
|usedfor = Fooling the crew into thinking that the nuclear authentication disk is safe.
|strategy = Leave it in the [[Captains Quarters]] and hope he doesn't examine it.
|description = It's just a normal disk. Visually it's identical to the real deal, and only the [[Captain]] or nuclear operatives can identify it.<br>
Regular crew will find out by looking at the pinpointer or trying to put it in the nuke.<br>
Don't try to give this to <s>us</s> the Syndicate to complete your objective, they know better!
Don't try to give this to <s>us</s> the Syndicate to complete your objective, they know better!
|But sometimes the sprite is not animated? Investigate...
}}
|-
 
|id="Hypnotic_Flash"|Hypnotic Flash
==Space Suits and MOD suits==
|[[file:flash.gif]]
===Syndicate Space Suit===
|style="text-align: center;"|7
{{anchor|Syndicate_Space_Suit}}
|0
{{Item
|Hypnotises people into following the next phrase they hear. To be considered vulnerable, a player must not be implanted with a [[Security_items#Mindshield_Implant|Mindshield Implant]] and either be [[Status_Effects#Hallucinations|hallucinating]], [[Status_Effects#Sleep|sleeping]], [[Status_Effects#Unconscious|unconscious]], drugged, at extremely low sanity or suffering from the [[Guide_to_Traumas#Mild|Dumbness trauma]]. Being crit does not count. Will trigger confusion, dizziness, drowsiness and pacify on both untargeted (use in hand) and targeted (click on sprite) flash, but needs targeted flash to hypnotize. If you successfully flash a vulnerable person you will see a message saying "''Name stands still as his/her eyes seem to focus on a distant point.''". This is when you should say your phrase, even if they're still asleep. Repeating the process on the same victim will replace the old phrase.  
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Syndicate Space Suit
|image = Syndi_suit.png
|foundin = Ordered via syndicate uplink, costs 4 telecrystals.
|usedfor = Surviving space.
|strategy = Wear it while going in space, store it in your backpack when you're done.
|description = A special syndicate space suit that fits in backpacks, slows you less, and has a weapon slot. The color will be suspicious to the crew, however. <br> Resistances: melee = 40, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30, fire = 80, acid = 85.
}}
 
===Syndicate MOD===
{{anchor|Syndicate_Hardsuit}}{{anchor|Blood-Red_Hardsuit}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Syndicate Hardsuit (Blood-red Hardsuit)
|image = Syndi_hardsuit.png
|foundin = Ordered via syndicate uplink, costs 6 telecrystals.
|usedfor = Surviving space, tactical armor.
|strategy = Wear it while going in space, store it in your backpack when you're done.
|description = The feared suit of a syndicate nuclear agent. It features an internal jetpack that draws from internals, a special combat mode that is not spaceworthy but won't slow down movement, and fairly resistant armor, all while fitting in backpacks. <br> Resistances: melee = 40, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50, fire = 50, acid = 90.
}}
 
==Devices and Tools==
===Cryptographic Sequencer===
{{anchor|Cryptographic_Sequencer}}{{anchor|Emag}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Cryptographic Sequencer
|image = Emag.png
|foundin = Ordered via syndicate uplink, costs 3 telecrystals.
|usedfor = Gaining entrance to restricted lockers, unlocking hidden features in machinery, bending cyborgs to your will.
|strategy = Use this to open a whole lot. Causes sparks in the process and you will leave a trail of broken lockers ad hacked equipment
|description = Also called an Emag ('''e'''lectro'''mag'''netic card), it allows you to quite literally open anything (and break it in the process) and can alter many many things on the station.<br> Also has several special functions, as it can hack cyborgs to serve you, cause multiple electronic devices to malfunction and become deadly, and can really ruin an engineer's day. Emagging something is different from [[Hacking]] something.  
 
[[Emag|See here for further info about what things can be hacked/opened by swiping them with an Emag.]]
}}
 
===Fully Loaded Toolbox===
{{anchor|Fully_Loaded_Toolbox}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = "Suspicious Looking Toolbox"
|image = Syndicatetools.png
|foundin = Ordered via syndicate uplink, costs 1 telecrystal. There's also a couple found on the derelict space station.
|usedfor = Obtaining tools and combat gloves.
|strategy = Useful in a pinch if the AI has bolted you in somewhere and you have no other way to escape.
|contents = [[File:Screwdriver tool.png|link=Screwdriver]] [[File:Wrench.png|link=Wrench]] [[File:Welder.png|link=Welding Tool]]<br> [[File:Crowbar.png|link=Crowbar]] [[File:Multitool.png|link=Multitool]] [[File:Wirecutters.png|link=Wirecutters]]
|description = It's a suspicious looking toolbox, filled with ordinary tools. Except instead of an [[analyzer]], it comes with a [[multitool]] and [[Clothing_and_Accessories#Combat Gloves|combat gloves]]. It's also slightly more robust than a regular toolbox.
}}
 
===Hypnotic Flash===
{{anchor|Hypnotic_Flash}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = "Flash"
|image = Flash.gif
|foundin = Ordered via syndicate uplink, costs 7 telecrystals.
|usedfor = Hypnotizing people into following absurd orders.
|strategy = This flash is capable of inflicting the [[Guide_to_Traumas#Severe|Hypnotic Stupor]] on vulnerable people.<br> As soon as they've been flashed, they will be hypnotized by the first sentence they hear and gain an obsessive compulsion to obey it.
  |description = To be considered vulnerable, a player must not be implanted with a [[Security_items#Mindshield_Implant|Mindshield Implant]] and either be hallucinating, sleeping, at extremely low sanity or suffering from the [[Guide_to_Traumas#Mild|Dumbness trauma]]. Will trigger confusion, dizziness, drowzyness and pacify on both untargeted (use in hand) and targeted (click on sprite) flash, but needs targeted flash to hypnotize.
}}
 
===Syndicate Surgery Duffelbag===
{{anchor|Syndicate_Surgery_Duffelbag}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Syndicate Surgery Duffelbag
|image = Duffle_syndiemed.png
|foundin = Ordered via syndicate uplink, costs 3 telecrystals.
|usedfor = Surgery.
|strategy = Use it to perform any kind of surgical crime.
|contents = [[File:Hemostat.png|link=Hemostat]] [[File:Scalpel.png|link=Scalpel]] [[File:Retractor.png|link=Retractor]]<br> [[File:Cautery.png|link=Cautery]] [[File:Saw.png|link=Circular Saw]] [[File:Drill.png|link=Surgical Drill]] <br>
[[File:Drapes.png|link=Surgical Drapes]] [[File:Muzzle.png|link=Muzzle]] [[File:Straight_jacket.png|link=Straightjacket]] [[File:MMI.png|link=Syndicate MMI]]
|description = Contains all the possible tools for surgery; in addition, the MMI inside will automatically [[#Emag|Emag]] any cyborg it's inserted in.
}}


Unlike an ordinary flash, this item can not break from EMP or repeated use. This flash does not stun people.
===Chest Rig===
|
{{anchor|Chest_Rig}}
|-
{{Item
|id="Hypnotic_Grenade"|Hypnotic Grenade
|bgcolor1 = #cccccc
|[[file:flashbang.gif]]
|bgcolor2 = #cccccc
|style="text-align: center;"|12
|name = Chest Rig
|0
|image = Chest rig.png
|This flashbang is capable of inflicting the [[Guide_to_Traumas#Severe|Hypnotic Stupor]] on vulnerable people.<br> As soon as they've been flashed, they will be hypnotized by the first sentence they hear and gain an obsessive compulsion to obey it. Unlike the hypnotic flash, which requires a target be "prepared" for the trance, the sound portion of the flashbang causes hallucinations, and will allow the grenade's flash to instantly induce a hypnotic trance in viewers, making them hypnotized by the next sentence they hear.
|foundin = Ordered via syndicate uplink, costs 1 telecrystal.
|
|usedfor = Storing combat equipment.
|-
|strategy = Use it to store many weapons when you intend to go loud.
|id="Syndicate_Surgery_Duffelbag"|Syndicate Surgery Duffelbag
|description = A robust seven-slot set of webbing that is capable of holding all manner of tactical equipment.
|[[file:Duffle_syndiemed.png]]
}}
|style="text-align: center;"|4
 
|0
===Syndicate Tome===
|Use it to perform any kind of surgical crime. Contains: a laser scalpel, a mechanical pincher, a searing tool, bonegel, a bonesetter, some [[File:Drapes.png|link=Surgical Drapes]], a [[File:Muzzle.png|link=Muzzle]], a [[File:Straight_jacket.png|link=Straightjacket]], and an empty [[File:MMI.png|link=Syndicate MMI]] which slaves the borg to you.
{{anchor|Syndicate_Tome}}
|Contains advanced surgery tools, which you normally cannot get without research.
{{Item
|-
|bgcolor1 = #cccccc
|id="Chest_Rig"|Chest Rig
|bgcolor2 = #cccccc
|[[file:Chest_rig.png]]
|name = Syndicate Tome
|style="text-align: center;"|1
|image = Syndicate_tome.png
|0
|foundin = Ordered via syndicate uplink, costs 5 telecrystals.
|A robust seven-slot set of webbing that is capable of holding all manner of tactical equipment.
|usedfor = Healing and harming.
|
|strategy = Use it to heal other traitors you've teamed up with.
|-
|description = A copy of the chaplain's bible that's usable by you. Won't bless water or rooms though.
|id="Syndicate_Tome"|Syndicate Tome
}}
|[[file:Syndicate_tome.png]]
 
|style="text-align: center;"|5
===Thermal Imaging Glasses===
|0
{{anchor|Thermal_Imaging_Glasses}}
|Like the chaplain's bible, but for traitors. Won't bless any water or rooms, but can heal others like a bible would. The user needs to bind the tome to themselves by using it in their hand (The tome bites them as confirmation). While on harm intent, does 18 BURN damage a hit. Also grants anti-magic while held, and the ability to clear away [[Blood Cult|cultist]] and [[heretic]] runes.
{{Item
|18 damage is nothing to scoff at, but the real value here is the anti-magic which make this very valuable
|bgcolor1 = #cccccc
when combating [[Blood Cult|cultists]], [[Heretic|heretics]], and [[Wizard|wizards]]!
|bgcolor2 = #cccccc
|-
|name = Thermal Imaging Glasses
|id="Thermals" id="Thermal_Imaging_Glasses"|Thermal Imaging Glasses
|image = Optical_Thermal_Scanner.png
|[[file:Optical_Thermal_Scanner.png]]
|foundin = Ordered via syndicate uplink, costs 4 telecrystals.
|style="text-align: center;"|4
|usedfor = Seeing people, creatures, and synthetics through walls.
|0
|strategy = Used for tracking your targets and spotting threats or security ambushes.
| When worn, this item allows you to see any human, alien, cyborg, and even AIs through walls. Can be disguised as any kind of glasses. Wearing this leaves you very vulnerable to [[Security_items#Flash|flashes]], [[Security_items#Flashbang|flashbangs]], and EMP. Using a welding tool with this on may cause you to go blind.
|description = When worn, this item allows you to see any human, alien, cyborg, and even AIs through walls. Can be disguised as any kind of glasses. Wearing this leaves you very vulnerable to [[Security_items#Flash|flashes]], [[Security_items#Flashbang|flashbangs]], and EMP. Using a welding tool with this on may cause you to go blind.
|
}}
|-
 
|id="Binary_Translator_Key"|Binary Translator Key
===Binary Translator Key===
|[[file:Binary_encryption.png]]
{{anchor|Binary_Translator_Key}}
|style="text-align: center;"|5
{{Item
|0
|bgcolor1 = #cccccc
|Insert into your headset to access the :binary channel borgs and AIs use. If your headset's full, use a screwdriver to remove the keys already in your headset, and place the ones you want back in. All keys can access the common channel, so if you have a "commons" key you can safely throw it away. While talking on the :binary channel is possible, it is not recommended as an AI can quickly realize you are not a borg slaved to them, and thus call valid salad on you. Also remember anyone can hear what you say into your radio if they are next to you.
|bgcolor2 = #cccccc
|
|name = Binary Translator Key
|-
|image = Binary_encryption.png
|id="Syndicate_Encryption_Key"|Syndicate Encryption Key
|foundin = Ordered via syndicate uplink, costs 5 telecrystals.
|[[file:Syndicate encryption.png]]
|usedfor = Communicating with the [[AI]] and [[Cyborg|Cyborgs]].
|style="text-align: center;"|2
|strategy = Eavesdropping on the AI's conversation with its cyborgs. Communicate with the AI after you've subverted it.
|0
|description = Needs to be attached to your headset before it can be used. Use a screwdriver to remove the keys already in your headset, and place the ones you want back in. This tool will allow you to access, and speak, on the robotic talk channels. Keep in mind, this will alert the AI, and all cyborgs that you are a syndicate agent if you speak on their channel.<br> Very handy for hearing if the AI is rogue, is out to arrest you, or even if there are any other traitors out there. Speak on the channel with a :b before your text. These are easy to disguise, but nearby humans will be able to hear you whispering so keep this in mind when you talk (as you will get found out).
|Attach it to your headset to listen in on all of the station department's radio channels and speak on a hidden Syndicate channel with other traitors that are using the key. If your headset's full, use a screwdriver to remove the keys already in your headset. Speak on the secret channel with a :t before your text. '''Remember that other traitors are not obliged to be friendly to you.'''
}}
|
 
|-
===Syndicate Encryption Key===
|id="Hacked_AI_Upload_Module"|Hacked AI Upload Module
{{anchor|Syndicate_Encryption_Key}}
|[[file:circuitboard.png]]
{{Item
|style="text-align: center;"|4
|bgcolor1 = #cccccc
|300
|bgcolor2 = #cccccc
|This is a more powerful version of the [[AI_modules#Standard_AI_Modules|Freeform]] AI Module. It allows you to upload Hacked laws onto the AI from any AI Upload Console. Unlike Freeform, the name of the person who uploaded it is not revealed to the AI.<br> The hacked Laws act like [[Random_events#Ion_Storm|Ion Storm]] Laws and will precede the numbered laws in priority, automatically overriding all other laws should they conflict. Make sure you pay attention to the wording of your new Law as most [[AI]]s would love to use any loophole they can find to kill you.
|name = Syndicate Encryption Key
|
|image = Syndicate encryption.png
|-
|foundin = Ordered via syndicate uplink, costs 2 telecrystals.
|id="Powersink"|Powersink
|usedfor = Listening in on all of the station's radio chatter and communicating with other traitors that have purchased it.
|[[file: Powersink.gif]]
|strategy = Eavesdrop on security. Communicate with other traitors for cooperative goodness.
|style="text-align: center;"|11
|description = Needs to be attached to your headset before it can be used. Use a screwdriver to remove the keys already in your headset, and place the ones you want back in.<br> This tool will allow you to listen in on all of the station department's radio channels and speak on a hidden Syndicate channel with other traitors that are using the key. Speak on the channel with a :t before your text.
|300
}}
|This bad boy is a station engineers and AI's worst enemy. When bought, this thing is useless, but when the power sink comes in contact with exposed wires out in space or on the station it starts to drain the power at a '''RAPID''' rate.<br> You must screw it into place on a wire with a screwdriver, then turn it on. But as easy as it was set down, any one can pick it right back up! Make sure to put it somewhere secure, but also make sure that it is attached to the main station power. Once it has drained enough power, it explodes violently!
 
|25+ players only
===Artificial Intelligence Detector===
|-
{{anchor|Artificial_Intelligence_Detector}}
|id="Ominous_Beacon" id="Singularity_Beacon" id="Tesla_Beacon"|Ominous Beacon
{{Item
|[[file:Beacon.gif]]
|bgcolor1 = #cccccc
|style="text-align: center;"|4
|bgcolor2 = #cccccc
|300
|name = "Multitool"
|Placed like a powersink, screwdriver to secure it on an exposed wire node (at least 15,000 watts) and use an open hand to turn it on; the singularity beacon will attract the singularity/tesla towards it, if it is loose.<br>  
|image = Multitool.png
|foundin = Ordered via syndicate uplink, costs 1 telecrystal.
|usedfor = Knowing when the AI is watching you. Checking camera coverage and possible multicams.
|strategy = Keep this in a pocket or an open toolbelt and watch it when you intend to do something suspicious, to ensure the AI isn't looking.
|description = A functional multitool that turns red when it detects an artificial intelligence watching it or its holder. While the AI is watching or tracking you, the green center light will appear as red. If it is close but not seeing you yet, it'll be yellow.<br> Knowing when an artificial intelligence is watching you is useful for knowing when to maintain cover, such as before murdering someone or breaking in somewhere.<br> Recently, this item has gained the ability to show an overlay that lets you see camera coverage and the real-time location of AI camera eyes.
}}
 
===Hacked AI Upload Module===
{{anchor|Hacked_AI_Upload_Module}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Hacked AI Law Upload Module
|image = Circuitboard.png
|foundin = Ordered via syndicate uplink, costs 9 telecrystals.
|usedfor = Changing the [[AI]]'s laws to what you want.
|strategy = Break into [[AI Upload]] to upload, or steal the AI Upload circuit from [[Tech Storage]]. The more competent the AI is, the more useful this will be.
|description = This is a more powerful version of the [[AI_modules#Standard_AI_Modules|Freeform]] AI Module. It allows you to upload Hacked laws onto the AI from any AI Upload Console. Unlike Freeform, the name of the person who uploaded it is not revealed to the AI.<br> The hacked Laws act like [[Random_events#Ion_Storm|Ion Storm]] Laws and will precede the numbered laws in priority, automatically overriding all other laws should they conflict. Make sure you pay attention to the wording of your new Law as most [[AI]]s would love to use any loophole they can find to kill you.
}}
 
 
 
===Power Sink===
{{anchor|Power_Sink}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Power Sink
|image = Powersink.gif
|foundin = Ordered via syndicate uplink, costs 10 telecrystals.
|usedfor = Sucks up all the station power, causing a black-out.
|strategy = This will suck up all the station's power very quickly. Use it on the main station's power grid to suck it. Don't place it on solars, as it will only suck out the solar's power.
|description = This bad boy is a station engineers and AI's worst enemy. When bought, this thing is useless, but when the power sink comes in contact with exposed wires out in space or on the station it starts to drain the power at a '''RAPID''' rate.<br> You must screw it into place on a wire with a screwdriver, then turn it on. But as easy as it was set down, any one can pick it right back up! Make sure to put it somewhere secure, but also make sure that it is attached to the main station power. Once it has drained enough power, it explodes violently with a devastation range of 4 tiles, and a heavy_impact_range of 8 tiles!
}}
 
===Power Beacon===
{{anchor|Power_Beacon}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = "Ominous Beacon"
|image = Beacon.gif
|foundin = Ordered via syndicate uplink, costs 10 telecrystals.
|usedfor = Attracting a loose singularity/tesla towards the beacon at a <s>brisk</s> leisurly pace. Barely seen anymore since the introduction of the Supermatter engine.
|strategy = Set it up in a secluded location, then release the singularity. Excellent for forcing a shuttle call and succeeding in escape alone objectives.
|description = Placed like a powersink, screwdriver to secure it on an exposed wire node (at least 15,000 watts) and use an open hand to turn it on; the singularity beacon will attract the singularity/tesla towards it, if it is loose.<br>  
Note that for it to be useful at all the singularity/tesla does need to be released, as the beacon will not release it by itself.<br> A singularity beacon can not be picked up after it is spawned, and must be dragged around. It also blocks movement over it, so be sure to spawn it where you want to set the beacon up.  
Note that for it to be useful at all the singularity/tesla does need to be released, as the beacon will not release it by itself.<br> A singularity beacon can not be picked up after it is spawned, and must be dragged around. It also blocks movement over it, so be sure to spawn it where you want to set the beacon up.  
|
}}
|-
 
|id="Briefcase_Launchpad"|Briefcase Launchpad
===Briefcase Launchpad===
|[[file:Briefcase_launchpad.gif]]
{{anchor|Briefcase_Launchpad}}
|style="text-align: center;"|6
{{Item
|0
|bgcolor1 = #cccccc
| A briefcase containing a miniature launchpad, able to teleport objects and mobs up to 8 tiles away and back in any direction. It's controlled via a remote disguised as a folder, allowing the user to use it in reverse when escaping.
|bgcolor2 = #cccccc
|name = Briefcase Launchpad
|image = Briefcase_launchpad.gif
|foundin = Ordered via syndicate uplink, costs 6 telecrystals.
|usedfor = Breaking into secure areas, theft, kidnapping, teleporting bombs.
|strategy = Set it up near a wall to a secure area, teleport over it, teleport back.
|description = A briefcase containing a miniature launchpad, able to teleport objects and mobs up to 8 tiles away and back in any direction. It's controlled via a remote disguised as a folder, allowing the user to use it in reverse when escaping.


To link the briefcase with the remote, simply hit it with the remote. To set it up, use the briefcase in hand. To pick it up once you're done, click and drag the briefcase and drop it to your character's sprite.
To link the briefcase with the remote, simply hit it with the remote. To set it up, use the briefcase in hand. To pick it up once you're done, click and drag the briefcase and drop it to your character's sprite.
|
}}
|-
 
|id="Radioactive_Microlaser"|Radioactive Microlaser
===Radioactive Microlaser===
|[[file:Healthanalyzer.png]]
{{anchor|Radioactive_Microlaser}}
|style="text-align: center;"|3
{{Item
|0
|bgcolor1 = #cccccc
|A radioactive microlaser disguised as a standard Nanotrasen health analyzer. When used, it emits a powerful burst of nerve, which, after a short delay, can incapacitate all but the most protected of humanoids. It has two settings: intensity, which controls the power of the radiation, and wavelength, which controls how long the radiation delay is.
|bgcolor2 = #cccccc
|
|name = 'Health Analyzer'
|-
|image = Healthanalyzer.png
|id="F.R.A.M.E._PDA_Cartridge"|F.R.A.M.E. PDA Cartridge
|foundin = Ordered via syndicate uplink, costs 3 telecrystals.
|[[file:Pda_cartrige.png]]
|usedfor = Stealthily irradiating people.
|style="text-align: center;"|4
|strategy = Use it on someone, wait for the radiations to kick in and knock them out.
|0
|description = A radioactive microlaser disguised as a standard Nanotrasen health analyzer. When used, it emits a powerful burst of radiation, which, after a short delay, can incapacitate all but the most protected of humanoids.<br> It has two settings: intensity, which controls the power of the radiation, and wavelength, which controls how long the radiation delay is.
|A program catridge for a PDA. Has five charges, and upon using a charge, it will unlock the target's PDA to a Syndicate Uplink with zero TC. You will also receive the code needed to unlock the PDA. You may also apply TC directly to the cartridge, and the next time it is used, it will not only unlock the PDA, but also give the crystals to the target PDA.
}}
|
 
|-
===Radio Jammer===
|id="Syndiecate_Soap"|Syndicate Soap
{{anchor|Radio_Jammer}}
|[[file:Synsoap.png]]
{{Item
|style="text-align: center;"|1
|bgcolor1 = #cccccc
|0
|bgcolor2 = #cccccc
|It's a bar of evil looking soap. It can clean up a blood off the ground or on your clothes by using it on them. Also slips people for a moment. Useful with an energy sword. In addition, it cleans things much faster than normal soap, making it handy for a quick cleanup.
|name = Radio Jammer
|
|image = radio_jammer.png
|-
|foundin = Ordered via syndicate uplink, costs 5 telecrystals.
|id="Protocol_Crab-17_Phone"|Protocol CRAB-17 Phone
|usedfor = Disrupting any nearby outgoing radio communication.
|[[file:Suspicious_phone.png]]
|strategy = Activate it before killing someone so they can't scream over radio.
|style="text-align: center;"|7  
|description = This device will block any nearby outgoing radio communication when activated. Activate it and put it in your pocket or backpack.
|0
}}
|This device lets you launch another device that drains the funds of all crewmembers to your bank account. When used, the phone will start draining the crew's funds and spawn a moving spacecoin market in a random location, that each crewmember have to use for a few seconds to stop the draining.
 
|Can only buy one.
===Codespeak Manual===
|-
{{anchor|Codespeak_Manual}}
|id="Polarized Contact Lenses"|Polarized Contact Lenses
{{Item
|[[File:Syndicate_contacts.png]]
|bgcolor1 = #cccccc
|style="text-align: center;"|3
|bgcolor2 = #cccccc
|0
|name = Codespeak Manual
|High tech contact lenses that bind directly with the surface of your eyes to give them immunity to flashes and bright lights. Effective, affordable, and nigh undetectable
|image = red_book.png
|Provides great protection against [[Security Officer|Security]] and [[Revolutionaries|Revolutionaries.]]
|foundin = Ordered via syndicate uplink, costs 3 telecrystals.
|-
|usedfor = Learning Codespeak, the language of the Syndicate. Now has unlimited uses.
|Tram Remote Control
|strategy = Read it or hit fellow Syndicate agents with it. Useful in case crew gains access to the Syndicate comms channel.
|
|description = Syndicate agents can be trained to use a series of codewords to convey complex information, which sounds like random concepts and drinks to anyone listening.<br> This manual teaches you, or anyone hit by it Codespeak. Unlimited uses. Use ,t before saying something to speak in Codespeak.
|style="text-align: center;"|2
}}
|0
 
|When linked to a tram's on board computer systems, this device allows the user to manipulate the controls remotely. Includes direction toggle and a rapid mode to bypass door safety checks and crossing signals. Perfect for running someone over in the name of a tram malfunction!
===F.R.A.M.E. PDA Cartridge===
|
{{anchor|F.R.A.M.E._PDA_Cartridge}}
|-
{{Item
|Failsafe Uplink Code
|bgcolor1 = #cccccc
|
|bgcolor2 = #cccccc
|style="text-align: center;"|1
|name = F.R.A.M.E Cartridge
|0
|image = Pda_cartrige.png
|When entered, your uplink will self-destruct immediately. Perfect for getting the last laugh on a security officer trying to log into your uplink.
|foundin = Ordered via syndicate uplink, costs 4 telecrystals.
|
|usedfor = Making someone elses PDA a fake Syndicate Uplink.
|-
|strategy = Use it to frame someone as a traitor or to send them Telecrystals.
|Super Pointy Tape
|description = It has five charges, and upon using a charge, it will unlock the target's PDA to a Syndicate Uplink with zero TC. You will also receive the code needed to unlock the PDA.<br> You may also apply TC directly to the cartridge, and the next time it is used, it will not only unlock the PDA, but also give the crystals to the target PDA.
|
}}
|style="text-align: center;"|1
 
|0
===Protocol CRAB-17 Phone===
|An all-purpose super pointy tape roll. The tape is built with hundreds of tiny metal needles, the roll comes with in 5 pieces. When added to items, the item that was taped will embed when thrown at people. Taping people's mouthes with it will hurt them if pulled off by someone else.
{{anchor|Protocol CRAB-17 Phone}}
|Useful to pair with remotely activated grenades.
{{Item
|-
|bgcolor1 = #cccccc
|Experimental Syndicate Teleporter
|bgcolor2 = #cccccc
|[[File:Syndicate_teleporter.gif]]
|name = Protocol CRAB-17 Phone (The suspicious phone)
|style="text-align: center;"|8
|image =
|0
|foundin = Ordered via syndicate uplink, costs 7 telecrystals. Only 1 in stock.
|A handheld device that teleports the user 4-8 tiles forward. Beware, teleporting into a wall will trigger an emergency teleport, attempting to place you 3 tiles to a random side of your initial destination; however if that fails, it gibs you. Comes with 4 charges, recharges randomly but quickly. If EMPed, will randomly teleport, taking anyone that might be holding onto it with it. If you somehow manage to teleport directly onto someone (which is pretty hard given the 5 tile variability) it'll stun them and deal 20 brute. Every use leaves 10u of your blood on the floor.
|usedfor = Draining crew funds.
|Very strong, especially for its price and given that it requires no threat. Perfect for getaways and break-ins.
|strategy = Use it to force the crew to convert their money into cash or rush a spacecoin market.
|-
|description = This device lets you launch another device that drains the funds of all crewmembers to your bank account. When used, the phone will start draining the crew's funds and spawn a moving spacecoin market in a random location, that each crewmember have to use for a few seconds to stop the draining.
|Syndicate Autosurgeon
}}
|
 
|style="text-align: center;"|5
==Implants==
|0
|A multi-use autosurgeon for implanting whatever you want into yourself. Put implants inside of it, and activate it inhand in order to use. Rip that station apart and make it part of you.
|ONLY available on stations with the "Cybernetic Revolution" trait.
|}


===Implants===
===Adrenal Implant===
<span style="color: #19A974;">'''All items available to nuclear operatives.'''</span>
{{anchor|Adrenal_Implant}}
{|class="wikitable sortable"
{{Item
!Item
|bgcolor1 = #cccccc
!class="unsortable"|Icon
|bgcolor2 = #cccccc
!Cost
|name = Adrenal Implant
!Threat
|image = Injector.png
!class="unsortable"|description
|foundin = Ordered via syndicate uplink, costs 8 telecrystals.
!class="unsortable"|info
|usedfor = Removing stuns, healing.
|-
|strategy = Surprise arresting officers by popping right back up after being tased. Proceed to murder shocked arresting officers.
|id="Freedom_Implant"|Freedom Implant
|description = '''25+ players only'''<br> An implant injected into the body, and later activated with an emote to inject a chemical cocktail with a mild healing effect and a removal of all stuns. Using it after being stunned will immediately bring you back to your feet. Has 3 uses.
|[[file:injector.png]]
}}
|style="text-align: center;"|5
|0
|If you inject yourself with the implanter inside, you can instantly get out of [[Security_items#Handcuffs|Handcuffs]] 4 times. This can be quite useful for a traitor, but it's nigh useless for the syndicate during nuke operations because most people just kill them on sight. Be wary that if security figure out you can break out of handcuffs, they'll typically opt to execute you instead of arresting you.
|
|-
|id="Storage_Implant"|Storage Implant
|[[file:injector.png]]
|style="text-align: center;"|8
|0
|An implant injected into the body, and later activated at the user's will. It will open a small bluespace pocket capable of storing two regular-sized items, that can't be detected without [[Surgery]].
|
|-
|id="Radio_Implant"|Internal Syndicate Radio Implant
|[[file:injector.png]]
|style="text-align: center;"|4
|0
|This implants you with a hidden radio that can access the common and secret syndicate channel (:t). Similar to a station-bounced radio, you can disable it to avoid suspicion. EMP-proof, but can't be modified with encryption keys.
|-
|id="Stealth_Implant"|Stealth Implant
|[[file:Cardboard_box.png]]
|style="text-align: center;"|8
|0
|This implant allows you to deploy inside a box that promptly turns invisible. If the box collides with a living being or vice versa, it will be temporarily revealed, pushing against the box will continue revealing it.
|
|-
|id="Uplink_Implant"|Uplink Implant
|[[file:injector.png]]
|style="text-align: center;"|4
|0
|Injecting yourself with this will allow you to bring up a syndicate uplink menu by using a HUD-button or a custom emote. You can charge it by using raw telecrystals on yourself. In case you get captured, this is a get out of jail free card.  
|
|}


===Race Restricted===
===Freedom Implant===
<span style="color: #FF4136;">'''No item available to nuclear operatives, as they are humans''' (AI door!). </span>
{{anchor|Freedom_Implant}}
{|class="wikitable sortable"
{{Item
!Item
|bgcolor1 = #cccccc
!class="unsortable"|Icon
|bgcolor2 = #cccccc
!Race
|name = Freedom Implant
!Cost
|image = Injector.png
!Threat
|foundin = Ordered via syndicate uplink, costs 5 telecrystals.
!class="unsortable"|description
|usedfor = Escaping an arrest.
!class="unsortable"|info
|strategy = Instantly uncuffing yourself so you can make your escape/kill the arresting officer.
|-
|description = If you inject yourself with the implanter inside, you can instantly get out of [[Security_items#Handcuffs|Handcuffs]] 4 times. This can be quite useful for a traitor, but it's nigh useless for the syndicate during nuke operations because most people just kill them on sight.<br> Be wary that if security figure out you can break out of handcuffs, they'll typically opt to execute you instead of arresting you.  
|id="Extra-Bright_Lantern"|Extra-Bright Lantern
}}
|[[file:Syndilantern.png]]
|[[file:moths.gif]]<br>[[Moth]]s
|style="text-align: center;"|2
|0
|We heard that moths such as yourself really like lamps, so we decided to grant you early access to a prototype Syndicate brand ''Extra-Bright Lantern''™. Enjoy.
|
|}


===Role Restricted===
===Storage Implant===
<span style="color: #FF4136;">'''No item available to nuclear operatives, they <s>do it for free</s> don't have jobs!'''</span>
{{anchor|Storage_Implant}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Storage Implant
|image = Injector.png
|foundin = Ordered via syndicate uplink, costs 8 telecrystals.
|usedfor = Storing suspicious items.
|strategy = Use it to keep contraband, so it can't be discovered by a random search.
|description = If you inject yourself with the implanter inside, you'll gain an action button that reveals a two item storage space, that can't be detected without [[Surgery]].
}}


<span style="color: blue;">'''All items from a specific department are also available to the head of said department. The HoP has no department.'''</span>
===Radio Implant===
{|class="wikitable sortable"
{{anchor|Radio_Implant}}
!Item
{{Item
!class="unsortable"|Icon
|bgcolor1 = #cccccc
!Role
|bgcolor2 = #cccccc
!Cost
|name = Internal Syndicate Radio Implant
!Threat
|image = Injector.png
!class="unsortable"|description
|foundin = Ordered via syndicate uplink, costs 4 telecrystals.
!class="unsortable"|info
|usedfor = Covert communication.
|-
|strategy = Chat with fellow syndicate members even after having your headset removed.
|Clumsiness Injector
|description = This implants you with a hidden radio that can access the common and syndicate channels. Similar to a station-bounced radio, you can disable it to avoid suspicion.<br> EMP-proof, but can't be modified with encryption keys.  
|
}}
| rowspan="8", style="text-align: center;"| [[file:clown.png]]<br>[[Clown]]
|style="text-align: center;"|1
|0
|Gives anyone injected with it the clumsy mutation.
|
|-
|Ultra Hilarious Firing Pin
|
|style="text-align: center;"|4
|0
|A firing pin that, when inserted into a gun, makes that gun only usable by clowns and clumsy people and makes that gun honk whenever anyone tries to fire it.
|
|-
|Super Ultra Hilarious Firing Pin
|
|style="text-align: center;"|7
|0
|Like the ultra hilarious firing pin, except the gun you insert this pin into explodes when someone who isn't clumsy or a clown tries to fire it.
|
|-
| id="Reverse_Bear_Trap" |Reverse Bear Trap
|[[file:Reversebeartrap.png]]
| style="text-align: center;" |5
|0
|An ingenious execution device worn on (or forced onto) the head. Arming it starts a 1-minute kitchen timer mounted on the bear trap. When it goes off, the trap's jaws will violently open, instantly killing anyone wearing it by tearing their jaws in half. To arm, attack someone with it while they're not wearing headgear, and you will force it onto their head after three seconds uninterrupted. The victim can attempt to disarm it. Each disarm attempt makes them a little more likely to succeed.
|
|-
| id="Banana_Cream_Pie_Cannon" |Banana Cream Pie Cannon
|[[file:Pie_cannon.png]]
| style="text-align: center;" |10
|100
|A special pie cannon for a special clown. This gadget can hold up to 20 pies and automatically fabricates one every two seconds.
|
|-
| id="Reverse_Revolver" |Reverse Revolver
|[[file:revolver.png]]
| style="text-align: center;" |14
|300
|This revolver with a special pin can only be shot straight by clumsy people. Everyone else who tries to fire it will instead shoot themselves in the face.<br> People can prove hard to convince it's the real deal, especially metagamers that see a clown with a gun and know what's up. Advanced pranking would involve other traitors' revolvers.
|
|-
| id="Clown_Bomb" |Clown Bomb
|[[file:Syndicate_Bomb.gif]]
| style="text-align: center;" |15
|150
|A bomb that releases fifty clowns. It even honks instead of beeping.
|
|-
| id="Clown_Car" |Clown Car
|[[file:Clowncar.png]]
| style="text-align: center;" |20
|50
|The clown car lets you run people over and stuff them inside your trunk. They're unable to escape unless you crash into a wall, which will fling you and any passengers outside! Comes with a horn, a button to release all passengers and a lube-defense mechanism(tm) which has a 1/3 chance to drop some lube if someone decides to shoot at your sweet ride. If you can somehow get it emagged, you unlock even more fun! Only clowns can drive this, the key being their their bikehorn. Banana peels allegedly repair it. Beware; if you scoop up someone who has 30u of [[Irish Car Bomb]] in their system, the car will violently detonate 5 seconds later!
|
|-
| id="Guide_to_Advanced_Mimery" |Guide to Advanced Mimery Series
|[[file:advanced mimery.png]][[file:advanced mimery.png]]
| style="text-align: center;" |[[file:mime.png]]<br>[[Mime]]
| style="text-align: center;" |12
|200
|The classical two part series on how to further hone your mime skills. Upon studying the series, the user should be able to make 3x1 invisible walls, and shoot bullets out of their fingers. The books don't disappear upon learning, so try to hide or destroy them once you are done.
|
|-
| id="Ancient_Toolbox" |Ancient Toolbox
|[[file:testbox.png]]
| rowspan="2" style="text-align: center;" |[[file:assistant.png]]<br>[[Assistant]]
| style="text-align: center;" |2
|0
| A toolbox specially preserved and modified for your robusting needs, comes with normal tools and [[Insulated Gloves]], but its special feature is having its damage increased the more telecrystals you have inside it!
|Currently unobtainable.
|-
| id="Ancient_Jumpsuit" |Ancient Jumpsuit
|[[file:grey_jumpsuit.png]]
| style="text-align: center;" |20
|0
|An old smelly grey jumpsuit, this item provides no benefit or disadvantage other than bragging rights.
|
|-
| id="EZ_clean_bundle" |EZ clean bundle
|[[file:Grenade.png]]
| style="text-align: center;" |[[file:janitor.png]]<br> [[Janitor]]
| style="text-align: center;" |6
|0
|This bundle of 3 illegal cleaning grenades from Waffle Co. have a generous serving of trademark reagent "ez clean", guaranteed to strip away any organic stain. Highly effective in littered, dirty, crowded hallways.
|
|-
| id="His_Grace" |His Grace
|[[file:His_Grace.gif]]
| style="text-align: center;" |[[file:chaplain.png]]<br>[[Chaplain]]
| style="text-align: center;" |20
|50
| His Grace is a powerful entity that can grant enormous powers in exchange for sacrifices. Spawned dormant use it inhand to activate it. Once activated and soulbound to the player, the hunger starts. As His Grace grows hungrier, it grants its wielder various buffs.
*It starts peckish, giving just a moderate damage buff.
*Then he hungers, giving some damage and healing when held, and will devour any that come near him if he is resting on the ground.
*More hunger leads to him being famished, at which point the damage and healing start to become considerable, but he will not let go of your hand anymore at this point. '''GET-FOOD'''.
*'''STARVING: NOW YOU DID IT'''. You are basically a hulk with a ridiculous healing buff; I hope you read this guide in advance, because you have about ten seconds to live befor-
*'''DEATH''': you are dead. The hunger was too much, so His Grace has worked his way up your arm and popped your head in his jaws like a ripe grape. At this point the counter resets, his grace rests on the ground one last time and if no assistants gets too close, becomes dormant again from the hunger. Bodies can be retrieved from his jaws, and changelings can revive and crawl out.
*'''ASCENSION''': If His Grace eats 25 people, it will turn a golden color, gain extra force and will never go back to sleep. It will always stay at its current hunger level.
|
|-
| id="Haunted_Magic_Eightball" |Haunted Magic Eightball
|[[file:eightball.png]]
| style="text-align: center;" |[[file:Generic_librarian.png]]<br>[[Curator]]
| style="text-align: center;" |2
|0
|Just like the toy version, this eightball has a pool of twenty answers. The toy version just picks them randomly, while this haunted version polls all the ghosts and then picks the most popular answer selected by them. To use, it must be shaken for 15 seconds after you've spoken your question aloud, and then has a 3 minute cooldown between uses. Haunted and toy eightballs are indistinguishable except in the quality of their answers. Ghosts are fickle things and it's uncertain whether they will help you or not.<br>'''This item is currently bugged, and non-functional.''' <br><br>The twenty possible answers are the following: <br>''"It is certain", "It is decidedly so", "Without a doubt", "Yes definitely", "You may rely on it", "As I see it, yes", "Most likely", "Outlook good", "Yes", "Signs point to yes", "Reply hazy try again", "Ask again later", "Better not tell you now", "Cannot predict now", "Concentrate and ask again", "Don't count on it", "My reply is no", "My sources say no", "Outlook not so good" ''and'' "Very doubtful"''.
|Can only be bought once.
|-
| id="Box_of_Gorilla_Cubes" |Box of Gorilla Cubes
|[[file:Monkey_Cube_Box.png]]
| rowspan="3" style="text-align: center;" |[[file:Geneticist.png]]<br>[[Geneticist]],[[file:ResearchDirector.png]]<br>[[Research Director|RD]]
| style="text-align: center;" |6
|150
|A box with 3 Waffle Co. brand gorilla cubes: similar to [[Research_items#Monkey_Cube|monkey cubes]], but will release angry [[Critters#Gorilla|gorillas]] when rehydrated. Expose them to water and watch the mayhem from a safe distance.
|You can mutate monkeys into a gorilla by giving them enough genetic damage (>2500), however this takes a super long time so the cubes are still worth it.
|-
| id="Modified_Syringe_Gun" |Modified Syringe Gun
|[[file:sgun.png]]
| style="text-align: center;" |14
|0
|A syringe gun that fires DNA injectors instead of normal syringes.
|
|-
| id="Magillitis_Serum_Autoinjector" |Magillitis Serum Autoinjector
|[[file:Bottle16.png]]
| style="text-align: center;" |15
|100
|Contains a [[Guide_to_chemistry#Magillitis|chemical]] that turns you into a fast, tough [[Critters#Gorilla|gorilla]] after a short while.
|In theory, if a brain is harvested from the gorilla carcass and inserted into an empty body, the injected person can be brought back.
|-
| id="Blast_Cannon" |Blast Cannon
|[[file:Loaded_blastcannon.png]]
| style="text-align: center;" |[[file:Scientist_generic.png]]<br>[[Scientist]],[[file:ResearchDirector.png]]<br>[[Research Director|RD]]
| style="text-align: center;" |14
|300
|This unassuming piece of hardware can load TTVs and will launch a projectile in a straight line, until it gets stopped by a wall. Wall penetration power is determined by the bomb's theoretical explosion size.<br> Projectiles fly across Z-levels, which is very fun with looping Z-levels, or even just for sniping AIs across space.
|
|-
| id="Concealed_Weapon_Bay" |Concealed Weapon Bay
|[[file:Mecha_weapon_bay.png]]
| rowspan="3" style="text-align: center;" |[[file:roboticist.png]]<br>[[Roboticist]],[[file:ResearchDirector.png]]<br>[[Research Director|RD]]
| style="text-align: center;" |3
|300
|The concealed weapon bay is an item that attaches to non-combat [[Guide_to_robotics#List_of_Exosuits|mechs]] such as [[Guide_to_robotics#Ripley_APLU|Ripleys]] or [[Guide_to_robotics#Odysseus|Odysseuses]] and allows them to equip one [[Guide_to_robotics#Exosuit_Weapons|mech weapon]]. A mech can only have one attached. Examining the mech will not reveal the attached weapon (although the raising message still shows).
|
|-
| id="Laser_Arm_Implant" |Laser Arm Implant
|[[file:Syndicate_autoimplanter.png]]
| style="text-align: center;" |10
|200
|An implant that grants you a recharging laser gun inside your arm. Weak to EMPs. Comes with a one use syndicate autosurgeon for immediate self-application. A screwdriver can be used to remove it from the autosurgeon, but implant can't be placed back in.
|
|-
|Heavily Modified Springlock MODsuit Module
|
|style="text-align: center;"|2
|0
|A module that spans the entire size of the MOD unit, sitting under the outer shell. This mechanical exoskeleton pushes out of the way when the user enters and it helps in booting up, but was taken out of modern suits because of the springlock's tendency to "snap" back into place when exposed to humidity. You know what it's like to have an entire exoskeleton enter you? This version of the module has been modified to allow for near instant activation of the MODsuit. Useful for quickly getting your MODsuit on/off, or for taking care of a target via a tragic accident.
|
|-
| id="Australicus_Slime_Mutator" |Australicus Slime Mutator
|[[file:Syringe.png]]
| style="text-align: center;" |[[file:roboticist.png]]<br>[[Roboticist]],<br>[[file:Scientist_generic.png]]<br>[[Scientist]]
| style="text-align: center;" |10
|300
|Requires knowledge in [[Guide_to_xenobiology|xenobiology]] to use properly. Buying this gives you a syringe containing 1u Spider Extract. When this substance is injected into an unused [[Guide_to_xenobiology#Gold_Slime|gold slime extract]] it spawns three non-hostile and non-sentient [[Spider#Uncommon_Spiders|broodmother spiders]]. These won't cause any havoc unless you manage to make them sentient, which can be done with a sentience potion made from [[Guide_to_xenobiology#Light_Pink_Slime|light pink extracts]] (not included).
|
|-
| id="Reagent_Dartgun" |Reagent Dartgun
|[[file:Regeantdartgun.png]]
| style="text-align: center;" |[[file:chemist.png]]<br>[[Chemist]],<br>[[file:Generic_cmo.png]]<br>[[Chief Medical Officer|CMO]],<br>[[file:botanist.png]]<br>[[Botanist]]
| style="text-align: center;" |12
|200
|This special dartgun produces four 15u ''piercing'' syringes every 25 seconds and draws from an internal 100u chemical container. You must fill the chemical container yourself.
|
|-
| id="Brainwashing_Surgery_Program" |Brainwashing Surgery Program
|[[file:Disk.gif]]
| style="text-align: center;" |[[file:MedicalDoctor.png]]<br>[[Medical Doctor]],<br>[[file:Generic_cmo.png]]<br>[[Chief Medical Officer|CMO]], <br>[[file:roboticist.png]]<br>[[Roboticist]]
| style="text-align: center;" |5
|0
| A disk containing the procedure to perform a brainwashing surgery, allowing you to implant a primary objective onto a target which he/she must obey. Insert into an Operating Console to enable the procedure.
|
|-
|Syndicate Brand MMI
|
|style="text-align: center;"|[[file:MedicalDoctor.png]]<br>[[Medical Doctor]],<br>[[file:Generic_cmo.png]]<br>[[Chief Medical Officer|CMO]], <br>[[file:roboticist.png]]<br>[[Roboticist]],<br>[[file:Scientist_generic.png]]<br>[[Scientist]],<br>[[file:ResearchDirector.png]]<br>[[Research Director|RD]]
|style="text-align: center;"|2
|0
|An MMI modified to give cyborgs laws to serve the Syndicate without having their interface damaged by Cryptographic Sequencers, this will not unlock their hidden modules.
|
|-
| id="Kinetic_Accelerator_Pressure_Mod" |Kinetic Accelerator Pressure Mod
|[[file:modkit.png]]
| style="text-align: center;" |[[file:miner.png]]<br>[[Miner]]
| style="text-align: center;" |5
|300
|A modification kit which allows Kinetic Accelerators to do greatly increased damage while indoors. Occupies 35% mod capacity. Use 2 for full damage. (You can only order two).
|
|-
| id="Explosive_Hot_Potato" |Explosive Hot Potato
|[[file:potato.png]]
| style="text-align: center;" |[[file:botanist.png]]<br>[[Botanist]],<br>[[file:Generic chef.png]]<br>[[Cook]],<br>[[file:clown.png]]<br>[[Clown]],<br>[[file:mime.png]]<br>[[Mime]]
| style="text-align: center;" |4
|0
|When used inhand, a special mechanism activates preventing it from being dropped, and a timer starts. The potato can only be transferred away from you by hitting another being with it, and when the timer expires it explodes!
|
|-
|Combat Bakery Kit
|
|style="text-align: center;"|[[file:Generic chef.png]]<br>[[Cook]],<br>[[file:mime.png]]<br>[[Mime]]
|style="text-align: center;"|7
|150
|A kit of clandestine baked weapons. Contains a baguette which a skilled mime could use as a sword, a pair of throwing croissants, and the recipe to make more on demand. Once the job is done, eat the evidence.
|
|-
| id="Meat_Hook" |Butcher's Meat Hook
|[[File:Meat_hook.png]]
| style="text-align: center;" |[[file:Generic chef.png]]<br>[[Cook]]
| style="text-align: center;" |11
|0
|A meat hook on the end of a long chain. Clicking from range will fire the chain, which drags the target to you, deals 20 brute and stamina damage with 60 armor penetration and 0.5 second [[Status_Effects#Knockdown|knockdown]]. Was originally shaft miner loot.
|
|-
| id="Disposable Sentry Gun" |Disposable Sentry Gun
|[[File:Turret.PNG]]
| rowspan="2" style="text-align: center;" |[[file:Generic_engineer.png]]<br>[[Station Engineer]]
| style="text-align: center;" |11
|0
|A disposable sentry gun deployment system cleverly disguised as a toolbox. Works and functions as a normal red toolbox, until you attack it on {{Combat_Mode}} with the combat wrench that it comes with. Upon bashing it with a wrench, the toolbox will transform into a ballistic sentry gun, theoretically shooting at anyone except you. The turret only has 100 health however, so it will not last long when attacked.
|
|-
|Syndicate Rebar Crossbow
|[[File:Syndiexbow.png|left|frameless|32x32px]]
| style="text-align: center;" |10
|0
|A much more professional version of the engineer's [[Makeshift weapons#Heated rebar crossbow|bootleg rebar crossbow]].  3 shot mag, quicker loading, built-in scope, better ammo, and will never explode in your face when you fire it.  Owners manual included. Supports special atmos [[Guide to Atmospherics#Crystallizer|crystallizer]] ammunition.
|Does 35 damage with high embed + wound chance, but slow to fire. Good for assassinations and against soft targets, but not designed for long firefights.
|-
| id="Occupational_Corruption_Device" |Organic Resources Disturbance Inducer
|[[File:Occupational_corruption_device.png]]
| style="text-align: center;" |[[file:Generic_hop.png]]<br>[[HoP]],<br>[[file:Generic_qm.png]]<br>[[QM]]
| style="text-align: center;" |2
|0
|An Occupational Corruption Device. Using it triggers the bureaucratic error event which randomly opens and closes available job slots for latejoiners. Limited to 1 purchase.
|
|-
|GLA Brand Mail Counterfeit Kit
|
|style="text-align: center;"|[[file:Generic_qm.png]]<br>[[QM]],<br>[[file:Generic_cargo.png]]<br>[[Cargo Technician|Cargo Tech]]
|style="text-align: center;"|2
|0
|A box full of mail counterfeit devices. Devices that are able to counterfeit NT's mail. Those devices also able to place a trap inside of mail for malicious actions. Trap will "activate" any item inside of mail. Also counterfeited mail might be used for contraband purposes. Integrated micro-computer will give you great configuration options for your needs.


===Stealth Implant===
{{anchor|Stealth_Implant}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Stealth Implant
|image = Cardboard_box.png
|foundin = Ordered via syndicate uplink, costs 8 telecrystals.
|usedfor = Cardboard powered stealth action.
|strategy = Sneak around the station inside an invisible cardboard box.
|description = This implant allows you to deploy inside a box that promptly turns invisible. If the box collides with a living being or vice versa, it will be temporarily revealed, pushing against the box will continue revealing it.
}}


Nothing stops the mail.
===Storage Implant===
|Use it with bombs.
{{anchor|Storage_Implant}}
|}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Storage Implant
|image = Injector.png
|foundin = Ordered via syndicate uplink, costs 8 telecrystals.
|usedfor = Hiding items from security.
|strategy = Break out of brig any time.  
|description = An implant injected into the body, and later activated at the user's will. It will open a small bluespace pocket capable of storing two regular-sized items.
}}


===(Pointless) Badassery===
===Uplink Implant===
<span style="color: #19A974;">'''All items available to nuclear operatives.'''</span>
{{anchor|Uplink_Implant}}
{|class="wikitable sortable"
{{Item
!Item
|bgcolor1 = #cccccc
!class="unsortable"|Icon
|bgcolor2 = #cccccc
!Cost
|name = Uplink Implant
!Threat Requirement
|image = Injector.png
!class="unsortable"|description
|foundin = Ordered via syndicate uplink, costs 14 telecrystals.
!class="unsortable"|info
|usedfor = Spawning syndicate items without using your hands or PDA. Contains 10 telecrystals.
|-
|strategy = Useful if you want to try completing your objective without any syndicate items. Use it in the case you get [[Prison_Wing|Permabrigged]].
|id="Syndicate_Playing_Cards"|Syndicate Playing Cards
|description = Injecting yourself with this will allow you to bring up a syndicate uplink menu by using a custom emote at any time. It comes with 10 telecrystals.<br> If case you get captured, this is a get out of jail free card.
|[[file:Syndi_cards.png]]
}}
|style="text-align: center;"|1
|0
|A special deck of space-grade playing cards with a mono-molecular edge and metal reinforcement, making them slightly more robust than a normal deck of cards.
|
|-
|id="Syndicate_Briefcase_Full_of_Cash"|Syndicate Briefcase Full of Cash
|[[file:Briefcase.png]]
|style="text-align: center;"|3
|50
|A secure briefcase containing 5000 space credits. Useful for bribing personnel, or purchasing goods and services at lucrative prices. The briefcase also feels a little heavier to hold; it has been manufactured to pack a little bit more of a punch if your client needs some convincing.
|Alternates between useful and useless depending on whoever is reworking the game economy system.
|-
|id="Syndicate_Smokes"|Syndicate Smokes
|[[file:Syngarettes.png]]
|style="text-align: center;"|2
|0
|Strong flavor, dense smoke. Each cigarette is infused with 10u [[Guide_to_chemistry#Nicotine|nicotine]] and 15u [[Guide_to_chemistry#Omnizine|omnizine]]. Smoking one of these cigarettes takes about 2 minutes.  
|Do not confuse with trick cigarettes.
|-
|id="Syndicate_Balloon"|Syndicate Balloon
|[[file:Balloon.png]]
|style="text-align: center;"|20
|0
| A red balloon with a white S on it. It floats. Security may arrest you for having one. You could buy multiple of these if part of a nuke team.
|Will prevent your uplink from buying any other items.
|-
|id="Broken_Chameleon_Kit"|Broken Chameleon Kit
|[[file:Syndibox.png]][[file:Changeling.gif]]
|style="text-align: center;"|4
|900
|A full chameleon kit, gun aside, that acts as if EMP'd. You will stick out like a sore thumb and be unable to wear "real" armor.
|
|-
|id="Centcom_Official_Costume"|Centcom Official Costume
|[[file:Syndibox.png]][[file:centcomcommander.png]]
|style="text-align: center;"|20
|1100
|Contains a full CentCom Official uniform set, headset and clipboard included. The headset comes without an encryption key.
|
|-
|id="Clown_Costume"|Clown Costume
|[[file:Clownduffle.png]][[file:Generic_clown.png]]
|style="text-align: center;"|4
|700
|Contains a complete [[Clown]] outfit.
|
|-
|id="Tactical_Naptime" id="Sleepy_Time_Pajama_Bundle"|Sleepy Time Pajama Bundle
|[[file:Syndibox.png]][[File:Syndi_pajama.png]]
|style="text-align: center;"|4
|900
|Even soldiers need to get a good nights rest. Comes with blood-red pajamas, a blankie, a hot mug of cocoa and a fuzzy friend.
|
|-
|Syndicate Sticker Pack
|[[File:Syndibox.png]]
|style="text-align: center;"|1
|0
|Contains 8 random stickers precisely engineered to resemble suspicious objects, which may or may not be useful for fooling crew.
|
|}


=Nuclear Operatives special equipment=
==Role Restricted==
Below are items available exclusively to [[Nuclear Operative]]s.
===Reverse Revolver===
==Your Uplink==
{{anchor|Reverse_Revolver}}
{|
{{Item
|[[File:generic_nukesyndie.png]]
|bgcolor1 = #cccccc
|Nuclear operatives have a radio [[file:radio.png]] as uplink which starts '''unlocked''', and can be detonated as an impromptu bomb if money is tight. The shop interface is divided into categories. Operatives receive 30 telecrystals to start with, and receive much extra if they declare war on Nanotrasen.
|bgcolor2 = #cccccc
|}
|name = Reverse Revolver
Some items are very expensive, sometimes enough to be impossible to purchase. You can obtain more telecrystals from other operatives, or give yours away. How? In the category "bundles and telecrystals" you can "buy" TeleCrystals to eject them from your uplink, and reinsert them into any '''unlocked''' uplink.
|image = Revolver.png
|foundin = Ordered via syndicate uplink, costs 14 telecrystals. Only available to the [[Clown]].
|usedfor = Shooting people or tricking them into killing themselves.  
|strategy = shoot at people with it, have people shoot at you with it!
|description = This revolver with a special pin can only be shot straight by clumsy people. Everyone else who tries to fire it will instead shoot themselves in the face.<br> People can prove hard to convince it's the real deal, especially metagamers that see a clown with a gun and know what's up. Advanced pranking would involve other traitors' revolvers.
}}


Up to three items, unique for each operative, can be purchased for a randomly discounted price. Cheaper items get discounted more often and discounts tend to average around 50% off, but every once in a while you can hit the jackpot and get a revolver for 80% off. There are also team discounts: discounted items that have '''unlimited supply''' (can always buy more as long as you have TC left) that are the same for every operative. Woe to any station that is besieged by operatives with discounted explosives, assault cyborgs or mechs.
===Clown Bomb===
{{anchor|Clown_Bomb}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Clown Bomb
|image = Syndicate_Bomb.gif
|foundin = Ordered via syndicate uplink, costs 15 telecrystals. Only available to the [[Clown]].
|usedfor = Mass pranking.
|strategy = Place this in a department that REALLY needs to cheer up.
|description = You know what's the only thing worse than a bomb?<br>
A bomb that releases fifty clowns. It even honks instead of beeping.
}}


===Reverse Bear Trap===
{{anchor|Reverse_Bear_Trap}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Reverse Bear Trap
|image = Reversebeartrap.png
|foundin = Ordered via syndicate uplink, costs 5 telecrystals. Only available to the [[Clown]].
|usedfor = Executing someone in a very spectacular, gruesome fashion.
|strategy = Attack someone with it and keep them still for 3 seconds.
|description = An ingenious execution device worn on (or forced onto) the head. Arming it starts a 1-minute kitchen timer mounted on the bear trap. When it goes off, the trap's jaws will violently open, instantly killing anyone wearing it by tearing their jaws in half.<br>
To arm, attack someone with it while they're not wearing headgear, and you will force it onto their head after three seconds uninterrupted.<br>
The victim can attempt to disarm it. Each disarm attempt makes them a little more likely to succeed.
}}


===Bundles===
===Australicus Slime Mutator===
{|class="wikitable sortable"
{{anchor|Australicus Slime Mutator}}
!Item
{{Item
!class="unsortable"|Icon
|bgcolor1 = #cccccc
!Cost
|bgcolor2 = #cccccc
!class="unsortable"|description
|name = Australicus Slime Mutator
!class="unsortable"|info
|image = Syringe.png
|-
|foundin = Ordered via syndicate uplink, costs 10 telecrystals. Only available to [[Roboticist|Roboticists]], [[Scientist|Scientists]] and the [[Research Director]].
|id="Cybernetic_Implant_Bundle"|Cybernetic Implant Bundle
|usedfor = Causing a spider apocalypse.
|[[file:Duffle_syndiemed.png]]
|strategy = Inject this into an unused [[Guide_to_xenobiology#Gold_Slime|gold slime extract]].
|style="text-align: center;"|40
|description = Requires knowledge in [[Guide_to_xenobiology|xenobiology]] to use properly. Buying this gives you a syringe containing 1u Spider Extract. When this substance is injected into an unused [[Guide_to_xenobiology#Gold_Slime|gold slime extract]] it spawns three non-hostile and non-sentient [[Spider#Uncommon_Spiders|broodmother spiders]]. These won't cause any havoc unless you manage to make them sentient, which can be done with a sentience potion made from [[Guide_to_xenobiology#Light_Pink_Slime|light pink extracts]] (not included).
|Contains 5 random cybernetic implants. Guaranteed to at least pay for its cost.
}}
|With the most expensive implant being macrobomb at 20 TC each, max saving would be 60% and the average will be much less. Check the other discounted categories first.
 
|-
===Clown Car===
|id="Medical_bundle"|Medical bundle
{{anchor|Clown_Car}}
|[[file:Duffle_syndiemed.png]]
{{Item
|style="text-align: center;"|15
|bgcolor1 = #cccccc
|The support specialist: Aid your fellow operatives with this medical bundle. Contains a combat first-aid kit loaded with medical gauze, a compact defibrillator, a brute and burn patch, a [[Guide_to_chemistry#Chloral_Hydrate|Chloral Hydrate]] syringe, and a combat hypospray loaded with:
|bgcolor2 = #cccccc
|name = Clown Car
|image = Clowncar.png
|foundin = Ordered via syndicate uplink, costs 20 telecrystals. Only available to the [[Clown]].
|usedfor = High-octane multi-seat pranking action.
|strategy = Run people over, stuff them in your trunk. Henk!
|description = The clown car lets you run people over and stuff them inside your trunk. They're unable to escape unless you crash into a wall, which will fling you and any passengers outside!<br>
Comes with a horn, a button to release all passengers and a lube-defense mechanism(tm) which has a 1/3 chance to drop some lube if someone decides to shoot at your sweet ride.<br>
Only clowns can drive this.
}}
 
===EZ clean bundle===
{{anchor|EZ_clean_bundle}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = EZ clean bundle
|image = Grenade.png
|foundin = Ordered via syndicate uplink, costs 6 telecrystals. Only available to the [[Janitor]].
|usedfor = Cleaning every "stain" with maximum prejudice.
|strategy = It still cleans and looks like a normal cleaning grenade, so you have a bit of headstart when throwing it in the middle of a crowded, dirty hallway. They will notice very soon though.
|description = This bundle of 3 illegal cleaning grenades from Waffle Co. have a generous serving of trademark reagent "ez clean", guaranteed to strip away any organic stain. Highly effective in littered, dirty, crowded hallways.
}}
 
===His Grace===
{{anchor|His_Grace}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = His Grace
|image = His Grace.gif
|foundin = Ordered via syndicate uplink, costs 20 telecrystals. Only available to the [[Chaplain]].
|usedfor = ''Caedite eos. Novit enim Dominus qui sunt eius.''
|strategy = The counter resets with each body consumed, and with it the benefits. Try to build corpse stockpiles to minimize the risks of maximum buffs. The hunger also grows faster with each body consumed.
|description = His Grace is a powerful entity that can grant enormous powers in exchange for sacrifices. Spawned dormant use it inhand to activate it. Once activated and soulbound to the player, the hunger starts. As His Grace grows hungrier, it grants its wielder various buffs. <br>It starts peckish, giving just a moderate damage buff. <br>Then he hungers, giving some damage and healing when held, and will devour any that come near him if he is resting on the ground. <br> More hunger leads to him being famished, at which point the damage and healing start to become considerable, but he will not let go of your hand anymore at this point. '''GET-FOOD'''.<br> '''STARVING: NOW YOU DID IT'''. You are basically a hulk with a ridiculous healing buff; I hope you read this guide in advance, because you have about ten seconds to live befor-
'''DEATH''': you are dead. The hunger was too much, so His Grace has worked his way up your arm and popped your head in his jaws like a ripe grape.<br> At this point the counter resets, his grace rests on the ground one last time and if no assistants gets too close, becomes dormant again from the hunger. Bodies can be retrieved from his jaws, and changelings can revive and crawl out.<br>
'''ASCENSION''': If His Grace eats 25 people, it will turn a golden color, gain extra force and will never go back to sleep. It will always stay at its current hunger level.
}}
 
===Haunted Magic Eightball===
{{anchor|Haunted_Magic_Eightball}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Haunted Magic Eightball
|image = eightball.png
|foundin = Ordered via syndicate uplink, costs 2 telecrystals. Only available to the [[Curator]].
|usedfor = Communicating with [[Ghost|Ghosts]].
|strategy = Help your decision making by asking ghost players "yes or no" questions.
|description = Just like the toy version, this eightball has a pool of twenty answers. The toy version just picks them randomly, while this haunted version polls all the ghosts and then picks the most popular answer selected by them. To use, it must be shaken for 15 seconds after you've spoken your question aloud, and then has a 3 minute cooldown between uses. Haunted and toy eightballs are indistinguishable except in the quality of their answers. Ghosts are fickle things and it's uncertain wether they will help you or not. Has a limited stock of 1 item. <br><br> The twenty possible answers are the following: <br>'''"It is certain", "It is decidedly so", "Without a doubt", "Yes definitely", "You may rely on it", "As I see it, yes", "Most likely", "Outlook good", "Yes", "Signs point to yes", "Reply hazy try again", "Ask again later", "Better not tell you now", "Cannot predict now", "Concentrate and ask again", "Don't count on it", "My reply is no", "My sources say no", "Outlook not so good" '''and''' "Very doubtful"'''.
}}
 
===Ancient Jumpsuit===
{{anchor|Ancient_Jumpsuit}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Ancient Jumpsuit
|image = grey_jumpsuit.png
|foundin = Ordered via syndicate uplink, costs 20 telecrystals. Only available to [[Assistant]]s.
|usedfor = Show you are a seasoned greytider.
|strategy = None.
|description = An old smelly grey jumpsuit, this item provides no benefit or disadvantage other than bragging rights.
}}
 
===Ancient Toolbox===
{{anchor|Toolbox}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Ancient Toolbox
|image = Testbox.png
|foundin = Ordered via syndicate uplink, costs 2 telecrystals. Only available to [[Assistant]]s.
|usedfor = Bashing heads in and everything tool-related.
|strategy = Bash people, bash windows, hacking doors, increase its damage with telecrystals.
|contents = [[File:Screwdriver tool.png|link=Screwdriver]] [[File:Wrench.png|link=Wrench]] [[File:Welder.png|link=Welding Tool]]<br> [[File:Crowbar.png|link=Crowbar]] [[File:Multitool.png|link=Multitool]] [[File:Wirecutters.png|link=Wirecutters]] [[File:IGloves.png|link=Insulated_Gloves]]
|description = A toolbox specially preserved and modified for your robusting needs, comes with regular tools, not syndicate ones, thus the tools are not special, however it comes with [[Insulated Gloves]], to top it off it increases in brute the more telecrystals you have inside it! Does not come with a [[analyzer]].
}}
 
===Modified Syringe Gun===
{{anchor|Modified_Syringe_Gun}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Modified Syringe Gun
|image = Sgun.png
|foundin = Ordered via syndicate uplink, costs 14 telecrystals. Only available to the [[Geneticist]] and the [[Chief Medical Officer]].
|usedfor = Instantly injecting someone with DNA from a distance.
|strategy = Shoot someone with a mutator with a bad disability.
|description = A syringe gun that fires DNA injectors instead of normal syringes.
}}
 
===Banana Cream Pie Cannon===
{{anchor|Banana_Cream_Pie_Cannon}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Banana Cream Pie Cannon
|image = Pie_cannon.png
|foundin = Ordered via syndicate uplink, costs 10 telecrystals. Only available to the [[Clown]].
|usedfor = Shooting pies into people's faces.
|strategy = Shoot people in the face with it and then finish them off by other means.
|description = A special pie cannon for a special clown. This gadget can hold up to 20 pies and automatically fabricates one every two seconds.
}}
 
===Magillitis Serum Autoinjector===
{{anchor|Magillitis_Serum_Autoinjector}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = experimental autoinjector
|image = Bottle16.png
|foundin = Ordered via syndicate uplink, costs 15 telecrystals. Only available to the [[Geneticist]] and the [[Chief Medical Officer]].
|usedfor = Going apeshit.
|strategy = Use this on yourself and start smashing things.
|description = Contains a [[Guide_to_chemistry#Magillitis|chemical]] that turns you into a fast, tough gorilla after a short while.
}}
 
===Box of Gorilla Cubes===
{{anchor|Box of Gorilla Cubes}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Box of Gorilla Cubes
|image = Monkey_Cube_Box.png
|foundin = Ordered via syndicate uplink, costs 6 telecrystals. Only available to the [[Geneticist]] and the [[Chief Medical Officer]].
|usedfor = Spreading mayhem, raising a sentient gorilla army.
|strategy = These are similar to [[Research_items#Monkey_Cube|monkey cubes]], but will release angry gorillas when rehydrated. Especially fun when combined with sentience potions!
|description = A box with three Waffle Co. brand gorilla cubes. Expose them to water and watch the mayhem from a safe distance.
}}
 
===Kinetic Accelerator Pressure Mod===
{{anchor|Kinetic_Accelerator_Pressure_Mod}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Kinetic Accelerator Pressure Mod
|image = modkit.png
|foundin = Ordered via syndicate uplink, costs 5 telecrystals. Only available to the [[Shaft Miner]]. Only 2 in stock.
|usedfor = Making your Kinetic Accelerator a weapon for use on the station.
|strategy = Use this to make your Kinetic Accelerator a powerful weapon in pressurized environments like on the station.
|description = A modification kit which allows Kinetic Accelerators to do greatly increased damage while indoors. Occupies 35% mod capacity. Use 2 for full damage.
}}
 
===Guide to Advanced Mimery Series===
{{anchor|Guide_to_Advanced_Mimery_Series}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Guide to Advanced Mimery Series Part 1 & 2
|image = Syndibox.png
|foundin = Ordered via syndicate uplink, costs 12 telecrystals. Only available to the [[Mime]].
|usedfor = Shooting bullets out of your fingers. Making invisible 3x1 walls.
|strategy = Killing someone with your fingers or putting up a wall to escape your pursuers.
|contents = [[file:advanced mimery.png]] [[file: advanced mimery.png]]
|description = The classical two part series on how to further hone your mime skills. Upon studying the series, the user should be able to make 3x1 invisible walls, and shoot bullets out of their fingers.
}}
 
===Explosive Hot Potato===
{{anchor|Explosive_Hot_Potato}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Explosive Hot Potato
|image = Potato.png
|foundin = Ordered via syndicate uplink, costs 4 telecrystals. Only available to [[Cook|Cooks]], [[Botanist|Botanists]], the [[Clown]] and the [[Mime]].
|usedfor = Causing mass panic and small explosions.
|strategy = Activate and hit someone to transfer it to them, and watch the madness!
|description = When used inhand, a special mechanism activates preventing it from being dropped, and a timer starts. The potato can only be transferred away from you by hitting another being with it, and when the timer expires it explodes.
}}
 
===Brainwashing Surgery Program===
{{anchor|Brainwashing_Surgery_Program}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Brainwashing Surgery Program
|image = Disk.gif
|foundin = Ordered via syndicate uplink, costs 5 telecrystals. Only available to [[Medical Doctor]]s, [[Chief_Medical_Officer|CMO]] and [[Roboticist|Roboticists]].
|usedfor = Turning people into mindslaves through surgery.
|strategy = Brainwash people, preferably authority figures, to fulfill your will.  
|description = A disk containing the procedure to perform a brainwashing surgery, allowing you to implant a primary objective onto a target which he/she must obey. Insert into an Operating Console to enable the procedure.
}}
 
===Reagent Dartgun===
{{anchor|Reagent_Dartgun}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Reagent Dartgun
|image = Regeantdartgun.png
|foundin = Ordered via syndicate uplink, costs 12 telecrystals. Only available to the [[Chemist]] and the [[Chief Medical Officer]].
|usedfor = Shooting chemicals without reloading syringes.
|strategy = Use it as you would a normal syringe gun; the only difference is that it holds up to 4 syringes that it produces automatically.
|description = This special dartgun produces 4 syringes every 25 seconds and draws from an internal 100u chemical tank.
}}
 
===Blast Cannon===
{{anchor|Blast Cannon}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Blast Cannon
|image = Loaded_blastcannon.png
|foundin = Ordered via syndicate uplink, costs 14 telecrystals. Only available to [[Scientist|Scientists]] and the [[Research Director]].
|usedfor = Firing your own immovable rod, sniping AIs from across Z-levels.
|strategy = Load it with a TTV bomb and delete everything in a straight line.
|description = This unassuming piece of hardware can load TTVs and will launch a projectile in a straight line, until it gets stopped by a wall. Wall penetration power is determined by the bomb's theoretical explosion size.<br> Projectiles fly across Z-levels, which is very fun with looping Z-levels, or even just for sniping AIs across space.
}}
 
===Concealed Weapon Bay===
{{anchor|Concealed Weapon Bay}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Concealed Weapon Bay
|image = Brokenbottle.png
|foundin = Ordered via syndicate uplink, costs 3 telecrystals. Only available to [[Roboticist|Roboticists]] and the [[Research Director]].
|usedfor = Hiding a weapon in a non-combat [[Guide_to_robotics#Exosuits|Exosuit]]
|strategy = Use on a finished [[Guide_to_robotics#Exosuits|Exosuit]]. Then do the same with a [[Guide_to_robotics#Exosuit_Weapons|mech-weapon]] of choice.
|description =
The concealed weapon bay is an item that attaches to non-combat [[Guide_to_robotics#List_of_Exosuits|mechs]] such as [[Guide_to_robotics#Ripley_APLU|Ripleys]] or [[Guide_to_robotics#Odysseus|Odysseuses]] and allows them to equip one [[Guide_to_robotics#Exosuit_Weapons|mech weapon]]. A mech can only have one attached. Examining the mech will not reveal the attached weapon (although the raising message still shows).
}}
 
==(Pointless) Badassery==
 
 
===Syndicate Playing Cards===
{{anchor|Syndicate_Playing_Cards}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Syndicate Playing Cards
|image = Syndi_cards.png
|foundin = Ordered via syndicate uplink, costs 1 telecrystal.
|usedfor = Playing cards, cheap throwing stars.
|strategy = Use these as a shitty throwing weapon, when you're bored and playing cards is the only option left, or as a signature for your murders.
|description = A special deck of space-grade playing cards with a mono-molecular edge and metal reinforcement, making them slightly more robust than a normal deck of cards.
}}
 
===Syndicate Briefcase Full of Cash===
{{anchor|Syndicate_Briefcase_Full_of_Cash}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Syndicate Briefcase Full of Cash
|image = Briefcase.png
|foundin = Ordered via syndicate uplink, costs 1 telecrystal.
|usedfor = Trading. Roleplay.  
|strategy = Use the cash to buy your objective, or export it with cargo to order crates.
|description = A secure briefcase containing 5000 space credits. Useful for bribing personnel, or purchasing goods and services at lucrative prices. The briefcase also feels a little heavier to hold; it has been manufactured to pack a little bit more of a punch if your client needs some convincing.
}}
 
===Syndicate Smokes===
{{anchor|Syndicate_Smokes}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Syndicate Smokes
|image = Syngarettes.png
|foundin = Ordered via syndicate uplink, costs 2 telecrystals.
|usedfor = Cool-looking regeneration.
|strategy = Smoke them to inhale omnizine and heal over time.
|description = Strong flavor, dense smoke. Each cigarette is infused with 10u [[Guide_to_chemistry#Nicotine|nicotine]] and 15u [[Guide_to_chemistry#Omnizine|omnizine]]. Smoking one of these cigarettes takes about 2 minutes.
}}
 
===Syndicate Balloon===
{{anchor|Syndicate_Balloon}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = "Syndicate Balloon"
|image = Balloon.png
|foundin = Ordered via syndicate uplink, costs 20 telecrystals.
|usedfor = Showing off.
|strategy = Buy this if you feel you can do your objectives without the use of syndicate items.
|description = A red balloon with a white S on it. It floats. Security may arrest you for having one. You could buy multiple of these if part of a nuke team.
}}
 
='''Nuclear Strike Team'''=
'''NOTE  Some of this gear is available to normal traitors due to the increased TC uplink.'''
 
== Bundles and Telecrystals ==
 
Nuclear operatives can purchase bundles, which cost a bit less than the sum of their parts.
 
===Bioterror bundle===
{{anchor|Bioterror_bundle}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Bioterror bundle
|image = Duffle_syndiemed.png
|foundin = Ordered via syndicate uplink, costs 30 telecrystals, saving 12.
|usedfor = Getting all you need to commit several war crimes.
|strategy = Start a biological disaster, and spread chaos among the crew.
|description = For the madman: Contains a [[#Biohazardous Chemical Sprayer|Bioterror spray]], [[#Chemical Foam Grenade|Bioterror Grenade]], a [[#Poison Kit|Poison Kit]], a [[#Dart Pistol|Dart Pistol]], a box of syringes, a [[#Toy Machine Gun|Donksoft assault rifle]], and some [[#Box of Riot Darts|extra darts]]. Remember: Seal suit and equip internals before use.
}}
 
===Bulldog bundle===
{{anchor|Bulldog_bundle}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Bulldog bundle
|image = Duffle_syndie.png
|foundin = Ordered via syndicate uplink, costs 13 telecrystals, saving 3.
|usedfor = Getting a well rounded shotgun kit.
|strategy = Shoot people with it.
|description = Lean and mean: Optimised for people that want to get up close and personal. Contains the popular [[#Bulldog_Shotgun|Bulldog Shotgun]], a [[#Ammo-12g_Stun_Slug|12g stun drum]], a [[#Ammo-12g_Buckshot|12g buckshot drum]], and a pair of [[#Thermal Imaging Glasses|Thermal Imaging Goggles]].
}}
 
===C-20r bundle===
{{anchor|C-20r_bundle}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = C-20r bundle
|image = Duffle_syndie.png
|foundin = Ordered via syndicate uplink, costs 14 telecrystals, saving 2.
|usedfor = Getting a classic and reliable gun.
|strategy = Shoot people with it.
|description = Old faithful: The classic [[#C-20r_Submachine_Gun|C-20r Submachine Gun]], bundled with two magazines, and a [[#Universal_Suppressor|Suppressor]].
}}
 
===Cybernetic Implant Bundle===
{{anchor|Cybernetic Implant Bundle}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Cybernetic Implant Bundle
|image = Duffle_syndiemed.png
|foundin = Ordered via syndicate uplink, costs 40 telecrystals.
|usedfor = Implanting your team.
|strategy = Implant it in your team.
|description = Contains 5 random cybernetic implants. Guaranteed to at least pay for its cost.
}}
 
===Medical bundle===
{{anchor|Medical_bundle}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Medical bundle
|image = Duffle_syndiemed.png
|foundin = Ordered via syndicate uplink, costs 15 telecrystals, saving 5.
|usedfor = Getting a rounded medical kit.
|strategy = Become a combat medic to keep your team up and running.
|description = The support specialist: Aid your fellow operatives with this medical bundle. Contains a combat first-aid kit loaded with medical gauze, a compact defibrillator, a brute and burn patch, a [[Guide_to_chemistry#Chloral_Hydrate|Chloral Hydrate]] syringe, and a combat hypospray loaded with:
*30 units of [[Guide_to_chemistry#Epinephrine|Epinephrine]]
*30 units of [[Guide_to_chemistry#Epinephrine|Epinephrine]]
*30 units of [[Guide_to_chemistry#Omnizine|Omnizine]]
*30 units of [[Guide_to_chemistry#Omnizine|Omnizine]]
Line 1,578: Line 1,784:
*15 units of [[Guide_to_chemistry#Atropine|Atropine]]
*15 units of [[Guide_to_chemistry#Atropine|Atropine]]
Also includes night vision health HUD glasses, a Donksoft machine gun, a box of ammo, and a pair of magboots to rescue your friends in no-gravity environments.  
Also includes night vision health HUD glasses, a Donksoft machine gun, a box of ammo, and a pair of magboots to rescue your friends in no-gravity environments.  
|5 TC saved
}}
|-
 
|id="Spetsnaz_Pyro_bundle"|Spetsnaz Pyro bundle
===Sniper bundle===
|[[file:Duffle_syndie.png]]
{{anchor|Sniper_bundle}}
|style="text-align: center;"|30
{{Item
|For systematic suppression of carbon lifeforms in close range: Contains an [[#Elite Syndicate Hardsuit|elite fireproof hardsuit]], a pyro backpack fire sprayer, a [[#Stechkin APS|Stechkin APS pistol]], two incendiary magazines, a bottle of flammable vodka, a [[#Syndicate Minibomb|pipebomb]], and a [[#Stimpack|stimulant syringe]].
|bgcolor1 = #cccccc
|12 TC saved. The backpack sprayer is kinda trash not gonna lie. '''For the love of god don't set your teammates on fire!!'''
|bgcolor2 = #cccccc
|-
|name = Sniper bundle
|Syndicate Induction Kit
|image = Briefcase.png
|[[file:Syndibox.png]]
|foundin = Ordered via syndicate uplink, costs 20 telecrystals, saving 6.
|style="text-align: center;"|10
|usedfor = Getting all you need to start sniping.
|A rather odd piece of equipment, this bundle contains a set of rudimentary and basic nuclear operative equipment, but most importantly, an induction implant, which officially 'inducts' any valid antagonist into the nuclear operative team.  
|strategy = Become a long-range sniper.
Contains:
|description = Elegant and refined: Contains a collapsed [[#Sniper Rifle|sniper rifle]] in an expensive carrying case, a [[#.50 Haemorrage Magazine|haemorrage magazine]], a [[#.50 Soporific Magazine|soporific magazine]], a free surplus [[#Universal Suppressor|supressor]], and a worn out suit and tie.
}}
 
===Spetsnaz Pyro bundle===
{{anchor|Spetsnaz_Pyro_bundle}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Spetsnaz Pyro bundle
|image = Duffle_syndie.png
|foundin = Ordered via syndicate uplink, costs 30 telecrystals, saving 12.
|usedfor = Getting all you need to watch the <s>world</s>station burn.
|strategy = Start fires everywhere. Make sure the other operatives are wearing fireproof suits as well.
|description = For systematic suppression of carbon lifeforms in close range: Contains an [[#Elite Syndicate Hardsuit|elite fireproof hardsuit]], a pyro backpack fire sprayer, a [[#Stechkin|pistol]], two magazines, a bottle of flammable vodka, a [[#Syndicate Minibomb|pipebomb]], and a [[#Stimpack|stimulant syringe]].
}}
 
== Conspicuous and Dangerous Weapons ==
 
===Bulldog Shotgun===
{{anchor|Bulldog_Shotgun}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Bulldog Shotgun
|image = Bulldog.png
|foundin = Ordered via syndicate uplink, costs 8 telecrystals.
|usedfor = Killing/Stunning people.
|strategy = A robust shotgun. Holds a wide selection of ammo types.
|description = The Bulldog is a semi-automatic drum fed shotgun that can hold up to 8 shells. This can make a excellent fallback weapon or a robust primary weapon by itself. While its suffers from the drawbacks of shotguns (less damage at range) it can nonetheless make a reliable and cheap alternative to other more expensive weapons.<br> A Bulldog with stun shells and a [[#Stechkin|Stechkin]] can make for a cheap alternative [[#C-20r_Submachine_Gun|C20r SMG]] when strapped for telecrystals. Initially loaded with a stun shells drum, it must be loaded with other kinds of ammo to do damage. Starts with a syndicate firing pin, which prevents enemies from using it.
}}
 
==== <span class="mw-customtoggle-bulldog" style="font-size:small; display:inline-block; float:right;"><span class="mw-customtoggletext">[Show/hide]</span></span> Bulldog Ammo ====
<div id="mw-customcollapsible-bulldog" class="mw-collapsible mw-collapsed">
 
====Ammo-12g Stun Slug====
{{anchor|Ammo-12g_Stun_Slug}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Stun Slug Drum Magazine
|image = StunSlug.png
|foundin = Ordered via syndicate uplink, costs 2 telecrystal, only available to Nuclear Agents. Free Magazine in starting Bulldog.
|usedfor = Loading the [[#Bulldog_Shotgun|Bulldog]].
|strategy = Lock and load.
|description = A 8 round drum magazine for use in the Bulldog Shotgun. Functions akin to a stun round from a energy gun or [[#C-20r_Submachine_Gun|C20r]], has unlimited range, deals 5 brute damage and stuns for the standard 10 second limit.<br> A reliable way to stun a target, but not effective in killing them. When used in conjunction with a more lethal weapons, such as the Energy Sword or Stechkin pistol, it can be extremely lethal.
}}
 
====Ammo-12g Buckshot====
{{anchor|Ammo-12g_Buckshot}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Buckshot Drum Magazine
|image = BuckshotBull.png
|foundin = Ordered via syndicate uplink, costs 2 telecrystals.
|usedfor = Loading the [[#Bulldog_Shotgun|Bulldog]].
|strategy = Lock and load.
|description = A 8 round drum magazine for use in the Bulldog Shotgun. Essentially functions as any normal shotgun, deals great damage in close range combat, dealing 75 brute damage if all pellets hit, but at mid to long range deals very variable if not very little damage.<br> Akin to most shotguns a buckshot magazine is unreliable in ranged combat, however this ammo type excels in close range encounters such as maintenance or when holding a corner.
}}
 
====Ammo-12g Slugs====
{{anchor|Ammo-12g_Slugs}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Slug Drum Magazine
|image = BuckshotBull.png
|foundin = Ordered via syndicate uplink, costs 3 telecrystals.
|usedfor = Loading the [[#Bulldog_Shotgun|Bulldog]].
|strategy = Lock and load.
|description = A 8 round drum magazine for use in the Bulldog Shotgun. Shoots one single 60-damage projectile. Deals less damage in close quarters, but it's better when fighting at longer distances. Also reduces the chance of hitting felow operatives.
}}
 
====Ammo-12g Dragon's Breath====
{{anchor|Ammo-12g_Dragon's_Breat}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Dragon's Breath Drum Magazine
|image = DragonBreathBull.png
|foundin = Ordered via syndicate uplink, costs 2 telecrystals.
|usedfor = Loading the [[#Bulldog_Shotgun|Bulldog]].
|strategy = Lock and load.
|description = A 8 round drum magazine for use in the Bulldog Shotgun. Dragon's Breath shells trade immediate damage, dealing only 20 brute damage if all pellets hit a target, for long term damage in setting anyone caught in its blast on fire.<br> A shot from a Dragon's Breath magazine leaves a long trail of fire that quickly dissipates, but can be effective in setting many crew members on fire. Don't shoot your own teammates in the back.
}}
 
====Ammo-12g Breaching====
{{anchor|Ammo-12g_Breaching}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Breaching Drum Magazine
|image = BreachingBull.png
|foundin = Ordered via syndicate uplink, costs 2 telecrystals.
|usedfor = Loading the [[#Bulldog_Shotgun|Bulldog]].
|strategy = Lock and load.
|description = A 8 round drum magazine for use in the Bulldog Shotgun. Breaching shells shoot one single, 10 damage bullet, that stuns any person it hits. The real value of these shells is that anything hit by them is knocked away, including normally anchored things like airlocks.
}}
 
====Ammo-12g Bundle====
{{anchor|Ammo-12g_Bundle}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Drum Magazine Bundle
|image = Duffle_syndie.png
|foundin = Ordered via syndicate uplink, costs 12 telecrystals, saving 7.
|usedfor = Loading [[#Bulldog_Shotgun|Bulldogs]].
|strategy = Lock and load.
|description = Contains several drums to reload Bulldog shotguns. Contains 6 stun drums, a buckshot drum, a slug drum and a dragon's breath drum.
}}
 
</div>
<hr>
 
===C-20r Submachine Gun===
{{anchor|C-20r_Submachine_Gun}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = C-20r Submachine Gun
|image = C20r.png
|foundin = Ordered via syndicate uplink, costs 10 telecrystals.
|usedfor = Killing people.
|strategy = The signature weapon of Nuke Ops, it deals reliable damage and fires in two-round bursts.
|description = Deals 30 brute damage per round, with 24-round magazines. A reliable and robust weapon. Can also be fitted with a [[#Universal_Suppressor|Silencer]]. Starts with a syndicate firing pin, which prevents enemies from using it.
}}
 
==== <span class="mw-customtoggle-c20r" style="font-size:small; display:inline-block; float:right;"><span class="mw-customtoggletext">[Show/hide]</span></span> C-20r Ammo ====
<div id="mw-customcollapsible-c20r" class="mw-collapsible mw-collapsed">
 
====.45 Ammo====
{{anchor|.45_Ammo}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = .45 Ammo
|image = 45Mag.png
|foundin = Ordered via syndicate uplink, costs 3 telecrystals.
|usedfor = Loading a C-20r SMG.
|strategy = Lock and load.
|description = A 24-round .45 magazine for use in the [[#C-20r_Submachine_Gun|C-20r submachine gun]].
}}
 
====.45 Ammo Bundle====
{{anchor|.45 Ammo Bundle}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = .45 Ammo Bundle
|image = Duffle_syndie.png
|foundin = Ordered via syndicate uplink, costs 20 telecrystals.
|usedfor = Loading several C-20r SMGs.
|strategy = Lock and load.
|description = Contains 9 [[#C-20r_Submachine_Gun|C-20r SMG]] magazines, for a total of 216 shots.
}}
 
</div>
<hr>
 
===L6 Squad Automatic Weapon===
{{anchor|L6 Squad_Automatic_Weapon}}{{anchor|L6 SAW}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = L6 SAW
|image = L6machinegun.png
|foundin = Ordered via syndicate uplink, costs 18 telecrystals.
|usedfor = Mowing people down.
|strategy = An expensive investment, designed for consistent and powerful fire support for assault teams.
|description = Holds the most ammo of any gun available: 50 1.95x129mm rounds dealing 45 brute damage each. Three good shots on someone and they're down.<br> Shoots in three-round bursts and needs two free hands to use - if the other hand is holding something, the SAW will fall off your hands when shooting. Starts with a syndicate firing pin, which prevents enemies from using it.
}}
 
==== <span class="mw-customtoggle-LMG" style="font-size:small; display:inline-block; float:right;"><span class="mw-customtoggletext">[Show/hide]</span></span> SAW Ammo ====
<div id="mw-customcollapsible-LMG" class="mw-collapsible mw-collapsed">
 
====1.95x129mm Box Magazine====
{{anchor|1.95x129mm _Box_Magazine}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Ammo-5.56x45mm
|image = A762.png
|foundin = Ordered via syndicate uplink, costs 6 telecrystals.
|usedfor = Loading the [[#L6 SAW|L6 SAW]].
|strategy = Lock and load.
|description = A 50-round magazine of 1.95x129mm ammunition for use in the [[#L6 SAW|L6 SAW]] machinegun. By the time you need to use this, you'll already be on a pile of corpses.
}}
 
====1.95x129mm (Hollow-Point) Box Magazine====
{{anchor|1.95x129mm_(Hollow-Point)_Box_Magazine}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Ammo-5.56x45mm (Hollow-Point) Box Magazine
|image = A762.png
|foundin = Ordered via syndicate uplink, costs 6 telecrystals.
|usedfor = Loading the [[#L6 SAW|L6 SAW]].
|strategy = Lock and load.
|description = A 50-round magazine of 1.95x129mm Hollow-Point ammunition, that deals 60 damage on hit, that is however heavily reduced by armor.
}}
 
====1.95x129mm (Armor Penetrating) Box Magazine====
{{anchor|1.95x129mm (Armor Penetrating) Box Magazine}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Ammo-5.56x45mm (Armor Penetrating) Box Magazine
|image = A762.png
|foundin = Ordered via syndicate uplink, costs 9 telecrystals.
|usedfor = Loading the [[#L6 SAW|L6 SAW]].
|strategy = Lock and load.
|description = A 50-round magazine of 1.95x129mm Armor Penetrating ammunition, that deals 40 damage on hit and negates all but the most durable armor.
}}
 
====1.95x129mm (Incendiary) Box Magazine====
{{anchor|1.95x129mm (Incendiary) Box Magazine}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Ammo-5.56x45mm (Incendiary) Box Magazine
|image = A762.png
|foundin = Ordered via syndicate uplink, costs 6 telecrystals.
|usedfor = Loading the [[#L6 SAW|L6 SAW]].
|strategy = Lock and load.
|description = A 50-round magazine of 1.95x129mm Incendiary ammunition, that only deals 20 damage on hit but leaves a fiery trail, while setting targets hit on fire as well.
}}
 
</div>
<hr>
 
===Sniper Rifle===
{{anchor|Sniper Rifle}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Sniper Rifle
|image = Sniper.png
|foundin = Ordered via syndicate uplink, costs 16 telecrystals.
|usedfor = Killing people from far away.
|strategy = A long-range sniper rifle, useful for shooting down hallways or from space.
|description = The Sniper Rifle is a high-power long range weapon fitted with a scope; activating the scope will move your screen several tiles in front of you, allowing you to see further than normally possible, allowing you to shoot unaware targets.<br> Requires a free hand to use. Initially loaded with 6 .50 sniper rounds, which deal 70 damage, stun, penetrate armor, and have a chance of dismembering limbs. They can also deal significant damage to objects, destroying airlocks and machinery in one or two hits. Starts with a syndicate firing pin, which prevents enemies from using it.
}}


* One Ansem pistol
==== <span class="mw-customtoggle-sniper" style="font-size:small; display:inline-block; float:right;"><span class="mw-customtoggletext">[Show/hide]</span></span> Sniper Ammo ====
* One 10mm AP magazine
<div id="mw-customcollapsible-sniper" class="mw-collapsible mw-collapsed">
* One 10mm HP magazine
* Energy Dagger
* Syndicate Headset
* Nuclear PDA
* Agent Card
* Space Suit and Helmet
* Jet Harness
* Induction Implant
|Total kit has a rough value of ~25 TC, though basically all of it is just things nuclear operatives get for free.


====.50 Magazine====
{{anchor|.50 Magazine}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = .50 Magazine
|image = Sniper_ammo.png
|foundin = Ordered via syndicate uplink, costs 4 telecrystals.
|usedfor = Loading the [[#Sniper Rifle|Sniper Rifle]].
|strategy = Lock and load.
|description = A 6-round magazine of .50 ammunition for the sniper rifle. Deals 70 damage, stuns, penetrates armor and destroys machinery on hit.
}}


Normal crew members cannot get induced, and neither can ERTs. However, any other antagonist, including traitors, changelings, heretics, and even hypnoflashed people can!
====.50 Soporific Magazine====
|}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = .50 Soporific Magazine
|image = Sniper_ammo_sleep.png
|foundin = Ordered via syndicate uplink, costs 6 telecrystals.
|usedfor = Loading the [[#Sniper Rifle|Sniper Rifle]].
|strategy = Lock and load.
|description = A 6-round magazine of .50 soporific ammunition for the sniper rifle. Deals no damage and doesn't break machinery, but any human hit by these will fall asleep for about 40 seconds.
}}


===Weapons and Weapon Kits===
====.50 Penetrator Magazine====
'''Note:''' Most weapons come as kits, cases that include both the gun and some extra magazines. Available ammunition has been rolled into the weapon's tables for efficiency sake.
{{anchor|.50 Penetrator Magazine}}
{| class="wikitable sortable"
{{Item
!Item
|bgcolor1 = #cccccc
! class="unsortable" |Icon
|bgcolor2 = #cccccc
!Cost
|name = .50 Penetrator Magazine
! class="unsortable" |description
|image = Sniper_ammo.png
! class="unsortable" |info
|foundin = Ordered via syndicate uplink, costs 5 telecrystals.
|-
|usedfor = Loading the [[#Sniper Rifle|Sniper Rifle]].
| id="Bulldog_Shotgun" |Bulldog Shotgun
|strategy = Lock and load.
|[[File:Nukeop case.png]]
|description = A 6-round magazine of .50 penetrating ammunition for the sniper rifle. Deals 60 damage, doesn't stun, dismember or break machinery. But it passes through everything it hits, including walls, making it extremely useful for crowds or very protected targets, like the AI.
[[file:Bulldog.png]]
}}
| style="text-align: center;" |8
|The Bulldog is a semi-automatic drum fed shotgun that can hold up to 8 shells. This can make a excellent fallback weapon or a robust primary weapon by itself. While its suffers from the drawbacks of shotguns (less damage at range) it can nonetheless make a reliable and cheap alternative to other more expensive weapons. Starts with a syndicate firing pin, which prevents enemies from using it.


</div>
<hr>


The kit includes the bulldog shotgun and three spare standard magazines (four, if you count the loaded secondary magazine that comes with the gun).
===Surplus Rifle===
{| class="wikitable sortable"
{{anchor|Surplus Rifle}}
  ! class="unsortable" |icon
  {{Item
  ! class="unsortable" | name
  |bgcolor1 = #cccccc
  ! class="unsortable" | ammo types
  |bgcolor2 = #cccccc
!cost
  |name = Surplus Rifle
  |-
  |image = Surplus_rifle.png
  |[[file:BuckshotBull.png]]
  |foundin = Ordered via syndicate uplink, costs 2 telecrystals.
  | id="12g_Buckshot_Drum" |12g Buckshot Drum
  |usedfor = Arming someone cheaply.
| A 8 round drum magazine for use in the Bulldog Shotgun. Essentially functions as any normal shotgun, deals great damage in close range combat, dealing 45 brute damage if all pellets hit, but has damage falloff over range.<br> Akin to most shotguns a buckshot magazine is unreliable in ranged combat, however this ammo type excels in close range encounters such as maintenance or when holding a corner.
  |strategy = A cheap rifle. <s>Better than nothing, if you've got a pair of spare TC.</s> In actual combat it's worse than the Stechkin pistol, the one all operatives get for free.
  | style="text-align: center;" | 2
  |description = A Mosin Nagant bolt-action rifle, loaded with 5 [[#Surplus Rifle Clip|7.62 bullets]]. Deals 60 damage on hit, but must be loaded every shot.
|-
  }}
|[[file:DragonBreathBull.png]]
  | id="12g_Dragons_Breath_Drum" |12g Dragon's Breath Drum
|A 8 round drum magazine for use in the Bulldog Shotgun. Dragon's Breath shells trade immediate damage, dealing only 20 brute damage if all pellets hit a target, for long term damage in setting anyone caught in its blast on fire. A shot from a Dragon's Breath magazine leaves a long trail of fire that quickly dissipates, but can be effective in setting many crew members on fire. Don't shoot your own teammates in the back.
| style="text-align: center;" |2
|-
|[[file:BreachingBull.png]]
| id="12g_Breaching_Drum" |12g Meteorslug
|A 8 round drum magazine for use in the Bulldog Shotgun. Meteor Slugs shoot one single 30 damage meteor, that stuns any person it hits for a moment. The real value of these shells is that anything hit by them is knocked away or dealt massive damage. This lets you instantly destroy walls and windows, as well as breaching airlocks, leaving their frame vulnerable and locked.
  | style="text-align: center;" |2
|-
|[[file:BuckshotBull.png]]
| id="12g_Slug_Drum" |12g Slugs
|A 8 round drum magazine for use in the Bulldog Shotgun. Shoots one single 50-damage projectile.
  | style="text-align: center;" | 3
|}
|
|-
| id="C-20r_Submachine_Gun" |C-20r Submachine Gun
|[[File:Nukeop case.png]]
[[file:C20r.png]]
| style="text-align: center;" |14
|Has 24-round magazines and uses .45 rounds. A reliable and robust weapon. Can also be fitted with a [[#Universal_Suppressor|Silencer]]. Starts with a syndicate firing pin, which prevents enemies from using it.


==== <span class="mw-customtoggle-surplus" style="font-size:small; display:inline-block; float:right;"><span class="mw-customtoggletext">[Show/hide]</span></span> Surplus Rifle Ammo ====
<div id="mw-customcollapsible-surplus" class="mw-collapsible mw-collapsed">


The kit comes with three standard spare magazines.
====Surplus Rifle Clip====
{| class="wikitable sortable"
{{anchor|Surplus Rifle Clip}}
! class="unsortable" |icon
  {{Item
! class="unsortable" |name
  |bgcolor1 = #cccccc
! class="unsortable" |ammo types
  |bgcolor2 = #cccccc
!cost
  |name = Surplus Rifle Clip
|-
  |image = Surplus_ammo.png
  |[[file:45Mag.png]]
  |foundin = Ordered via syndicate uplink, costs 1 telecrystal.
  | id=".45_Ammo_Magazine" |.45 Ammo
  |usedfor = Loading the Surplus Rifle.
  |A 24-round .45 magazine for use in the [[#C-20r_Submachine_Gun|C-20r submachine gun]]. 35 raw damage.
  |strategy = Lock and load.
  | style="text-align: center;" |2
  |description = A stripper clip used to quickly load bolt action rifles. Contains 5 rounds.
  |-
  }}
|[[file:45Mag.png]]
  |.45 Incendiary SMG Magazine
|A 24-round .45 magazine for use in the [[#C-20r_Submachine_Gun|C-20r submachine gun]]. 15 raw damage, adds two firestacks.
  | style="text-align: center;" |4
|-
|[[file:45Mag.png]]
|.45 Armor Piercing SMG Magazine
| A 24-round .45 magazine for use in the [[#C-20r_Submachine_Gun|C-20r submachine gun]]. 30 raw damage, 50 Armor Piercing capability.
  | style="text-align: center;" |4
|-
|[[file:45Mag.png]]
| .45 Hollow Point SMG Magazine
  |A 24-round .45 magazine for use in the [[#C-20r_Submachine_Gun|C-20r submachine gun]]. It deals a whooping 50 raw damage, though it falls substantially when armor comes into play.
  | style="text-align: center;" |4
|}
|
|-
| id="SAW" |L6 Squad Automatic Weapon Case
|[[file:L6machinegun.png]]
| style="text-align: center;" | 18
|Holds the most ammo of any gun available: 50 7mm rounds dealing high brute damage. A few good shots on someone and they're down. Shoots in three-round bursts and needs two free hands to use. Dust cover must be opened with an alt-click to be able to insert a new magazine. Starts with a syndicate firing pin, which prevents enemies from using it.


</div>
<hr>


This comes as a single weapon, and with no spare ammunition.
===M-90gl Carbine===
{| class="wikitable sortable"
{{anchor|M-90gl Carbine}}
! class="unsortable" |icon
  {{Item
! class="unsortable" |name
  |bgcolor1 = #cccccc
! class="unsortable" | ammo types
  |bgcolor2 = #cccccc
!cost
  |name = M-90gl Carbine
|-
  |image = brokenbottle.png
  |[[file:A762.png]]
  |foundin = Ordered via syndicate uplink, costs 18 telecrystals.
  |7mm Box Magazine
  |usedfor = Versatile crowd control.
  |A 50-round magazine of 7mm ammunition for use in the [[#L6 SAW|L6 SAW]] machinegun. By the time you need to use this, you'll already be on a pile of corpses.
  |strategy = Combine it with an energy shield.
  | style="text-align: center;" | 2
  |description = This carbine has a three-round burst setting as well as an underbarrel grenade launcher.<br> Magazines are hold 30 rounds of bullets that deal 35 damage each, which is more than enough against unarmored targets.
|-
}}
  |[[file:A762.png]]
|7mm (Hollow-Point) Box Magazine
|A 50-round magazine of 7mm Hollow-Point ammunition, that deals 60 damage on hit, that is however heavily reduced by armor.
  | style="text-align: center;" | 4
|-
|[[file:A762.png]]
|7mm (Incendiary) Box Magazine
|A 50-round magazine of 7mm Incendiary ammunition, that only deals 20 damage on hit but leaves a fiery trail, while setting targets hit on fire as well.
  | style="text-align: center;" |3
|-
|[[file:A762.png]]
|7mm (Armor Penetrating) Box Magazine
|A 50-round magazine of 7mm Armor Penetrating ammunition, that deals 40 damage on hit and negates all but the most durable armor.
  | style="text-align: center;" |4
|-
|[[file:A762.png]]
|7mm (Match) Box Magazine
|A 50-round magazine of 7.12x82mm ammunition for use in the L6 SAW. Perfect for ricocheting off walls all fancy-like. 40 damage, 60 ricochet chance.
  | style="text-align: center;" |5
|}
|
|-
| id="Sniper_Rifle" | Sniper Rifle
|[[File:Nukeop case.png]]
[[file:Sniper.png]]
| style="text-align: center;" |18
|The Sniper Rifle is a high-power long range weapon fitted with a scope; activating the scope will move your screen several tiles in front of you, allowing you to see further than normally possible, allowing you to shoot unaware targets.<br> Requires a free hand to use. Initially loaded with 6 .50 sniper rounds, which deal 70 damage, stun, penetrate armor, and have a chance of dismembering limbs. They can also deal significant damage to objects, destroying airlocks and machinery in one or two hits. Starts with a syndicate firing pin, which prevents enemies from using it.


==== <span class="mw-customtoggle-m90gl" style="font-size:small; display:inline-block; float:right;"><span class="mw-customtoggletext">[Show/hide]</span></span> M-90gl Carbine Ammo ====
<div id="mw-customcollapsible-m90gl" class="mw-collapsible mw-collapsed">


Comes with three spare magazines, two standard and one disruptor, as well as a suit (with the same stats as your starting turtleneck), tie, pen and folder.  
====5.56mm Toploader Magazine====
{| class="wikitable sortable"
{{anchor|5.56mm Toploader Magazine}}
! class="unsortable" |icon
  {{Item
! class="unsortable" |name
  |bgcolor1 = #cccccc
! class="unsortable" |ammo types
  |bgcolor2 = #cccccc
  !cost
  |name = 5.56mm Toploader Magazine
  |-
  |image = brokenbottle.png
  |[[file:Sniper_ammo.png]]
  |foundin = Ordered via syndicate uplink, costs 4 telecrystals.
  | id=".50_Magazine" |.50 Magazine
  |usedfor = Loading the M-90gl Carbine.
  |A 6-round magazine of .50 ammunition for the sniper rifle. Deals 70 damage, stuns, penetrates armor and destroys machinery on hit.
  |strategy = Lock and load.
| style="text-align: center;" |2
  |description = It's a magazine. Every time you call it a clip, god, kills a kitten.
|-
}}
|[[File:Penetrator.png|frameless]]
  | id=".50_Penetrator_Magazine" |.50 Penetrator Magazine
|A 6-round magazine of .50 penetrating ammunition for the sniper rifle. Deals 60 damage, doesn't stun, dismember or break machinery. But it passes through everything it hits, including walls, making it extremely useful for crowds or very protected targets, like the AI.
  | style="text-align: center;" |4
|-
|[[file:Sniper_ammo_sleep.png]]
  | id=".50_Soporific_Magazine" | .50 Disruptor Magazine
|A 6-round magazine of .50 disruptor ammunition for the sniper rifle. Deals almost no damage and doesn't break machinery, but any human hit by these will fall asleep for about 40 seconds, and an EMP will trigger around the impact point.
  | style="text-align: center;" |2
|-
|[[file:Sniper_ammo_blood.png]]
|.50 Marksman Magazine
|A 6-round magazine of .50 marksman ammunition for the sniper rifle. It's hitscan with one guaranteed ricochet, deals 50 damage, penetrates armor, and stuns if they aren't wearing armor.
| style="text-align: center;" |5
|-
|
|.50 Incendiary Magazine
|A 6-round magazine of .50 incendiary ammunition for the sniper rifle. It deals 70 fire damage instead of brute, and unleashes a large fireball around the point of impact, making it more suited for crowd control.
|style="text-align: center;"|3
|-
|
|.50 Surplus Magazine Box
|A box with 7 surplus magazines inside. These are slightly worse than normal mags, lacking some of its penetrating power and the stun, but they are 50% cheaper, which can be handy when you're in need of a large amount of bullets.
|style="text-align: center;"|7
|}
|
|-
| id="Surplus_SMG" |Surplus SMG
|[[file:Plastikov.png]]
| style="text-align: center;" | 2
|An ancient 9x19mm submachine gun pattern updated and simplified to lower costs, though perhaps simplified too much.


====40mm HE Grenade====
{{anchor|40mm HE Grenade}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = 40mm HE Grenade
|image = brokenbottle.png
|foundin = Ordered via syndicate uplink, costs 2 telecrystals.
|usedfor = Loading the M-90gl Carbine.
|strategy = Insert into the M-90gl Carbine. Do not throw.
|description = These grenades do not fit in regular grenade launchers.
}}


This comes as a single weapon, and with no spare ammunition.
</div>
{| class="wikitable sortable"
<hr>
! class="unsortable" |icon
! class="unsortable" |name
! class="unsortable" |ammo types
!cost
|-
|[[file:9x19full_ammo.png]]
|Surplus SMG Magazine
|50 shots. 10 damage each.
| style="text-align: center;" |1
|}
|Substituted the mosin. A more forgiving weapon for shoot-ers and shoot-ats.
|-
| id="Stechkin_APS_Machine_Pistol" |Ansem Pistol
|[[File:Nukeop case.png]]
[[file:Stetchkin.png]]
| style="text-align: center;" |8
|A Syndicate 10mm semi-automatic pistol. Uses 10mm auto rounds in 8-round magazines and is compatible with suppressors.


===Flamethrower===
{{anchor|Flamethrower}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Flamethrower
|image = Flamethrower.png
|foundin = Ordered via syndicate uplink, costs 4 telecrystals.
|usedfor = Setting things on fire.
|strategy = A plasma-loaded flamethrower. Make sure you and your team have fireproof suits when using this, or you'll end up burning yourself.
|description = Shoots jets of burning plasma. Has little stopping power, but will usually cause enemies to retreat. Can be reloaded by using plasma tanks or canisters in [[Toxins]] or [[Engineering]].
}}


The case comes with three extra standard magazines for the Ansem
===Toy Submachine Gun===
{| class="wikitable sortable"
{{anchor|Toy Submachine Gun}}
  ! class="unsortable" |icon
  {{Item
  ! class="unsortable" |name
  |bgcolor1 = #cccccc
  ! class="unsortable" |ammo types
  |bgcolor2 = #cccccc
! cost
  |name = Donksoft SMG
  |-
  |image = Fake_c20r.png
  |[[file:9mmaps.png]]
  |foundin = Ordered via syndicate uplink, costs 5 telecrystals.
  | id="Stechkin_Magazine" |10mm Ansem Magazine
  |usedfor = Doing stamina damage and knocking people down. Making people react too late.  
|An additional 8-round 10mm magazine, compatible with the Ansem pistol. 40 raw BRUTE damage.
|strategy = Deals no real damage, but the riot darts it's loaded with cause 25 stamina damage, knocking victims down.
  | style="text-align: center;" |2
|description = A toy SMG. Guaranteed to not be taken seriously until it's too late. Loaded with 20 darts. Starts with a syndicate firing pin, which prevents enemies from using it.
|-
}}
|[[file:9mmaps.png]]
|10mm Ansem Incendiary Magazine
|An 8-round magazine full of incendiary bullets that deal 20 BRUTE damage, set the target aflame, and leave a trail of fire in their path.
|style="text-align: center;"|3
|-
|[[file:9mmaps.png]]
|10mm Ansem Armor Piercing Magazine
|An 8-round magazine for the Ansem pistol. Armor piercing bullets deal 35 BRUTE damage, but go through most armor types
|style="text-align: center;"|4
|-
|[[file:9mmaps.png]]
|10mm Ansem Hollow Point Magazine
|An 8-round magazine for the Ansem pistol. Hollow points deal 50 raw BRUTE damage, though they are easily stopped by any armor the target may be wearing.
|style="text-align: center;"|4
|}
It's important to note that this pistol is the same you start with in your belt slot, so buying separate magazines might be worth it for some operatives more than buying the whole kit.
|
|-
| id="M-90gl_Carbine" |M-90gl Carbine
|[[File:Nukeop case.png]]
[[file:M90.png]]
| style="text-align: center;" |14
|This carbine has a three-round burst setting as well as an underbarrel grenade launcher. Magazines hold 30 rounds of bullets, which is more than enough against unarmored targets.


===Toy Machine Gun===
{{anchor|Toy Machine Gun}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Donksoft LMG
|image = Fake_SAW.png
|foundin = Ordered via syndicate uplink, costs 10 telecrystals.
|usedfor = Doing stamina damage and knocking people down. Making people react too late.
|strategy = Deals no real damage, but the riot darts it's loaded with cause 25 stamina damage, knocking victims down.
|description = A toy SAW. Guaranteed to not be taken seriously until it's too late. Loaded with 50 darts. Starts with a syndicate firing pin, which prevents enemies from using it.
}}


The case also contains 2 extra magazines and a box of 4 rubber tipped grenades for the launcher.
====Box of Riot Darts====
{| class="wikitable sortable"
{{anchor|Box of Riot Darts}}
! class="unsortable" |icon
  {{Item
! class="unsortable" |name
  |bgcolor1 = #cccccc
! class="unsortable" |ammo types
  |bgcolor2 = #cccccc
!cost
  |name = Box of Riot Darts
|-
  |image = Foambox_riot.png
  |[[file:5.56m_toploader_mag.png]]
  |foundin = Ordered via syndicate uplink, costs 2 telecrystals.
  |5.56mm Toploader Magazine
  |usedfor = Loading toy weapons.
  | An additional 30-round 5.56mm magazine;. Every time you call it a clip, god, kills a kitten. 35 damage, 30 AP.
  |strategy = Lock and load.
  | style="text-align: center;" |4
  |description = Contains 40 Riot Foam Darts, that deal 25 stamina damage. They can also be reused if collected from the ground.
  |-
}}
|[[file:5.56m_toploader_mag.png]]
  |5.56mm Toploader Phasic Magazine
|An additional 30-round 5.56mm magazine; These bullets are made from an experimental alloy, 'Ghost Lead', that allows it to pass through almost any non-organic material. 20 damage, 70 AP.
  | style="text-align: center;" |8
|-
|[[file:40mmHE_ammo.png]]
  |40mm HE Grenade Box
|A box of four 40mm HE grenades for use with the M-90gl's under-barrel grenade launcher. Insert into the M-90gl Carbine. Do not throw. These grenades do not fit in regular grenade launchers.
  | style="text-align: center;" |2
|-
|[[file:40mmHE_ammo.png]]
|40mm Rubber Slug Grenade Box
|A box of four 40mm rubber-tipped grenades for use with the M-90gl's underbarrel launcher. Instead of the typical explosion, these will knock down the target, dealing 120 stamina damage and 20 BRUTE. The only way to acquire these is from the free box that comes with the kit.
|style="text-align: center;"|N/A
|}
{{Leftclick}} Primary fire. <br>
{{Rightclick}} Grenade launcher.
|
|-
| id="84mm_Rocket_Propelled_Grenade_Launcher" |84mm Rocket Propelled Grenade Launcher
|[[File:Nukeop case.png]]
[[File:Dardo RL.png]]
| style="text-align: center;" |8
|A reusable rocket propelled grenade launcher preloaded with a low-yield 84mm HE round.


===84mm Rocket Propelled Grenade Launcher===
{{anchor|84mm Rocket Propelled Grenade Launcher}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Rocket Propelled Grenade Launcher
|image = Brokenbottle.png
|foundin = Ordered via syndicate uplink, costs 8 telecrystals.
|usedfor = Blowing holes into mechs, walls and people.
|strategy = Crew is hiding inside body bags again? Surprise them with an HE rocket. Durand ruining your day? Hit it with a high-yield HEDP rocket.
|description = A reusable rocket propelled grenade launcher preloaded with a low-yield 84mm HE round.
}}


The case comes with a bouquet of three aditional HE rockets.
==== <span class="mw-customtoggle-rpg" style="font-size:small; display:inline-block; float:right;"><span class="mw-customtoggletext">[Show/hide]</span></span> Rocket Propelled Grenade Launcher Ammo ====
{| class="wikitable sortable"
<div id="mw-customcollapsible-rpg" class="mw-collapsible mw-collapsed">
! class="unsortable" |icon
! class="unsortable" |name
! class="unsortable" |ammo types
!cost
|-
|[[File:RL ammo.png]]
|84mm HE Rocket
|A bouquet of three low-yield anti-personnel HE rocket.
| style="text-align: center;" |2
|-
|[[File:HEAP ammo.png]]
| 84mm HEAP Rocket
|A high-yield HEAP rocket; extremely effective against armored targets (mechs and silicons), as well as surrounding personnel.
| style="text-align: center;" |4
|}
'''Note:''' HE rockets are bought in bundles of three for 2 TC, and the HEAP ones are bought a single one at a time. Keep that in mind when bulk buying ammo for the launcher.
|
|-
|Syndicate Revolver kit
|[[File:Nukeop case.png]]
|style="text-align: center;"|14
|A case containing the very same Syndicate revolver that traitors can buy, with three additional .357 speedloaders and a few specialized ammo options available as standalone purchases.
{| class="wikitable"
|+
!Icon
!Name
!Ammo Types
!Cost
|-
|[[file:357_speedloader.png]]
|.357 Speedloader
|Standard .357 ammunition, deals 60 damage per shot. Exactly the same one traitors use.
|style="text-align: center;"|2
|-
|[[file:357_speedloader.png]]
|.357 Phasic Speedloader
|Specialized .357 ammunition that only deals 35 BRUTE damage per shot, however, the main advantage of these bullets is their ability to go unphased through walls and armor, ensuring a plain 35 BRUTE on every hit.
|style="text-align: center;"|5
|-
|[[file:357_speedloader.png]]
|.357 Heartseeker Speedloader
|Specialized .357 ammunition that deals 50 BRUTE per shot, but homes in towards targets, making it better suited for longer ranges.
|style="text-align: center;"|3
|}
|
|-
|Energy Shield/Sword Case
|[[file:Eshield.png]]
[[File:Nukeop case.png]]
|style="text-align: center;"|14
|A melee focused weapon kit that contains an energy sword, an energy shield, and a (fake) medieval helmet.
Takes more skill to use, but the high deflection chance of the energy shield and sword combined can be devastating if the crew is using lasers to fight you.
The energy shield itself will protect against physical attacks just like normal shields
Alternatively, you can buy the energy sword as a standalone item for 8TC under the "conspicuous weapons" section.
|
|-
|Double-Bladed Energy Sword Case
|[[File:Nukeop case.png]]
|style="text-align: center;"|18
|An even more melee focused weapon kit, that includes a double-bladed energy sword, an anti-slip module for your MODsuit, a meth autoinjector and a bar of Syndicate soap. If your team ends up buying the chemical plant keycard, you might be interested in concocting something to counteract the meth's innate brain damage, or buy a stimpack if you don't want to bother with chemistry.
There's also a prisoner jumpsuit on the case, though it lacks the protection of the turtleneck you start with.
|
|-
|CQC Case
|[[File:Nukeop case.png]]
[[file:CQC_manual.png]]
|style="text-align: center;"|14
|This kit contains a CQC manual that will train you in such martial art. Upon reading this one-use book, you'll learn how to perform devastating melee combos by chaining a series of actions, as displayed in the following table:
{| class="wikitable" style="width:80%" border="1" cellspacing="0" cellpadding="2"
! scope="col" style="background-color:#FA8778;" |Combo name
! scope="col" style="width:240px; background-color:#FA8778;" |Combo
! scope="col" style="background-color:#FA8778;" |Effect
|-
|'''Slam'''
|{{Grab}} {{Harm}}
|Slam opponent into the ground (10 brute and 12 sec paralyze). Only works on people standing.
|-
|'''CQC Kick'''
|{{Harm}} {{Harm}}
|If the target is lying down, deals 10 brute and 45 stamina damage. If the target is in stamcrit while down, deals a 10 sec knockout. Kicks also knock the target back one tile.
|-
|'''Restrain'''
|{{Grab}} {{Grab}}
| Locks opponent into a restraining position (10 sec stun, 20 stamina damage). Disarm while restraining and pulling to knock them out with a choke hold (40 sec sleep).
|-
|'''Pressure'''
|{{Disarm}} {{Grab}}
|Deals 60 stamina damage.
|-
|'''Consecutive CQC'''
|{{Disarm}} {{Disarm}} {{Harm}}
| Mainly a damaging move (25 brute and 50 stamina damage).
|}
CQC will also make all your grabs start as agressive, and your punches deal more damage.


On top of that, the case also contains a bandana, some omnizine cigarettes, and a stealth implant.
====84mm HE Rocket====
|
{{anchor|84mm HE Rocket}}
|-
{{Item
| id="Flamethrower" | Flamethrower (*)
|bgcolor1 = #cccccc
|[[file:Flamethrower.png]]
|bgcolor2 = #cccccc
| style="text-align: center;" |15
|name = 84mm HE Rocket
|Shoots jets of burning plasma. Has little stopping power, but will usually cause enemies to retreat. Can be reloaded by using plasma tanks or canisters in [[Toxins]] or [[Engineering]]. '''Remember only the black MODsuits are fireproof.'''
|image = Brokenbottle.png
|foundin = Ordered via syndicate uplink, costs 4 telecrystals.
|usedfor = Loading the RPG.
|strategy = Land a direct hit to dismember and kill the unfortunate target.
|description = A low-yield anti-personnel HE rocket.
}}


====84mm HEDP Rocket====
{{anchor|84mm HEDP Rocket}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = 84mm HEDP Rocket
|image = Brokenbottle.png
|foundin = Ordered via syndicate uplink, costs 6 telecrystals.
|usedfor = Loading the RPG.
|strategy = Really ruin the day of any mech or silicon hit by this. Maim any targets near the impact site.
|description = A high-yield HEDP rocket; extremely effective against armored targets (mechs and silicons), as well as surrounding personnel.
}}


Can be found in the base ordnance laboratory.
</div>
|Identical to a craftable flamethrower.
<hr>
|-
| id="Biohazardous_Chemical_Sprayer" | Biohazardous Chemical Sprayer (*)
|[[file:Bio_chem_sprayer.png]]
| style="text-align: center;" |15
|A high-volume chemical sprayer loaded with the most lethal poisons available to the syndicate; anyone caught by the spray will die a quick and painful death if not treated immediately or wearing protective clothing.


Found in the base bio-weapon laboratory.
|Due to the way sprayers distribute chems, and the fact that this is loaded with SIX different poisons (Initropidril, Venom, Polonium, Coniine, Sodium Thiopental, and Condensed Capascin,) this is almost entirely useless in its current state unless you spray someone several times on the 10u setting at point blank.
|}
(*) This item can be found in one of the syndicate base laboratories, and cannot bought in the uplink. The cost is shown as that of the required key.


=== Base keys ===
'''Note:''' There are several locked rooms in the Syndicate base. These can only be accessed via special keycards, bought in the uplink. Only one operative needs to buy a key for the whole team to be able to access the laboratory, and buying more than one copy of each keycard is a waste of TC
{| class="wikitable sortable"
|+
!Item
!Icon
!Cost
!Description
|-
|Syndicate Ordnance Laboratory Access Card
|[[File:Syndicate labkey.png]]
|style="text-align: center;"|15
|Grants access to the Ordnance Laboratory, where you'll find gas canisters, tank transfer valves, and other equipment to let you make gas-based explosives. using this item effectively will need you to know enough [[Guide to Ordnance|ordnance]], so your bombs will be effective. On top of that, you get a flamethrower and powerfist for free, which can be found on the lab.
|-
|Syndicate Bio-Weapon Laboratory Access Card
|[[File:Syndicate labkey.png]]
|style="text-align: center;"|15
|Grants access to the Bio-Weapon Laboratory, which has a small slime pen, hydroponics trays and a PanD.E.M.I.C, as well as enough gear to let you use these machines to your advantage as you see fit. This does mean that you have to know your way around [[Guide to hydroponics|botany]], [[Guide to virology|virology]] or [[Guide to xenobiology|xenobiology]] to make effective use of this laboratory. A fully loaded Bioterror Spray is available at the lab for free as well, if you plan on using it.
|-
|Syndicate Chemical Plant Access Card
|[[File:Syndicate labkey.png]]
|style="text-align: center;"|15
|Grants access to the Chemical Plant, that lets you make an extensive range of chemicals to aid in your operation. This can range from incredibly deadly weapons to powerful combat medication, though you'll need to know proper [[Guide to chemistry|chemistry]] to make the most out of this purchase. Inside the laboratory, you'll find an emagged, upgraded chemical dispenser and a plumbing constructor, as well as your typical chemist equipment. On top of that, there's a dart pistol availabe for free inside the plant.
|-
|Lopez's Access Card
|[[File:Lopez's keycard.png]]
|style="text-align: center;"|5
|Grants access to a small freezer found in the bar, where you can find a large amount of food and ingredients for whatever dish you want to make. A good read to the [[guide to food]] can give you some ideas if that's what you're going for.
|}


===Grenades and Explosives===
===Biohazardous Chemical Sprayer===
{| class="wikitable sortable"
{{anchor|Biohazardous_Chemical_Sprayer}}
! Item
{{Item
! class="unsortable" |Icon
|bgcolor1 = #cccccc
!Cost
|bgcolor2 = #cccccc
! class="unsortable" |description
|name = Biohazardous Chemical Sprayer
! class="unsortable" |info
|image = Bio_chem_sprayer.png
|-
|foundin = Ordered via syndicate uplink, costs 20 telecrystals.
| id="Bioterror_Foam_Grenade" |Bioterror Foam Grenade
|usedfor = Extreme Crowd Control.
|[[file:Grenade.png]]
|strategy = Shoots dangerous poisons.
| style="text-align: center;" | 5
|description = A high-volume chemical sprayer loaded with the most lethal poisons available to the syndicate; anyone caught by the spray will die a quick and painful death if not treated immediately or wearing protective clothing.
|A powerful chemical foam grenade which creates a deadly torrent of foam that will mute, blind, confuse, mutate, and irritate carbon lifeforms. Specially brewed by Tiger Cooperative chemical weapons specialists using additional spore toxin. Ensure suit is sealed before use.
}}
|
 
|-
 
| id="Buzzkill_Grenade_Box" |Buzzkill Grenade Box
 
|[[file:Syndibox.png]]
== Grenades and Explosives ==
| style="text-align: center;" |15
 
|These grenades release ten bees that will indiscriminately attack anyone with random toxins. Keep in mind that bees can't attack people wearing thick clothing - like hardsuits and EVA/fire/bio/EOD suits as well as some costumes.
===Bioterror Foam Grenade===
|
{{anchor|Bioterror Foam Grenade}}
|-
{{Item
| id="Fungal_Tubercolosis_Grenade" | Fungal Tuberculosis Grenade
|bgcolor1 = #cccccc
|[[file:box.png]]
|bgcolor2 = #cccccc
| style="text-align: center;" |12
|name = Chemical Foam Grenade
| A box that contains several ways to apply the Fungal Tuberculosis virus: an extremely virulent and hard to cure disease that stuns and suffocates its targets. The box contains a viral smoke grenade, 5 single-use instant Bio Virus Antidote Kits (BVAK autoinjectors) with 20u vaccine (inject 10u per use), a BVAK bottle (30u vaccine) and a normal syringe.
|image = Grenade.png
|
|foundin = Ordered via syndicate uplink, costs 5 telecrystals.
|-
|usedfor = Crowd Control.
| id="Viscerator_Delivery_Grenade" |Viscerator Delivery Grenade
|strategy = Emits extremely debilitating foam.
|[[file:Delivery_grenade.png]]
|description = A powerful chemical foam grenade which creates a deadly torrent of foam that will mute, blind, confuse, mutate, and irritate carbon lifeforms. Specially brewed by Tiger Cooperative chemical weapons specialists using additional spore toxin. Ensure suit is sealed before use.
| style="text-align: center;" |5
}}
|This grenade, when thrown, will disperse 10 manhack viscerators. They will proceed to chase and attack any nearby Non-Syndicate personnel. They deal a surprisingly high amount of damage over time but can be outrun easily. The grenade is fantastic at helping clearing out a crowd of crewmen. However, it can be ineffective against Security personnel and the Captain as their armor and weapons allow them to ignore the viscerators long enough to (try to) gun you down. They are also extremely sharp and can outright sever limbs when attacking.
 
|Bought in three unit boxes for 15TC
===Buzzkill Grenade Box===
|-
{{anchor|Buzzkill Grenade Box}}
| id="Grenadiers_Belt" |Grenadier's Belt
{{Item
|[[file:Combat_belt.png]]
|bgcolor1 = #cccccc
| style="text-align: center;" |22
|bgcolor2 = #cccccc
|A belt containing a large amount of assorted grenades. TO be specific, it contains:
|name = Buzzkill Grenade Box
|image = Syndibox.png
|foundin = Ordered via syndicate uplink, costs 15 telecrystals.
|usedfor = Covering the station in BEEEEEES.
|strategy = Toss one in a crowded area and watch the bees attack anyone who isn't wearing thick clothing.
|description = These grenades release ten bees that will indiscriminately attack anyone with random toxins.<br> Keep in mind that bees can't attack people wearing thick clothing - like hardsuits and EVA/fire/bio/EOD suits as well as some costumes.
}}
 
===Fungal Tuberculosis Grenade===
{{anchor|Fungal Tuberculosis Grenade}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Fungal Tuberculosis Grenade
|image = Box.png
|foundin = Ordered via syndicate uplink, costs 12 telecrystals.
|usedfor = Biological Warfare.
|strategy = Spreads an extremely dangerous and infectious virus.
|description = A box that contains several ways to apply the Fungal Tuberculosis virus: an extremely virulent and hard to cure disease that stuns and suffocates its targets. The box contains a viral smoke grenade, 5 single-use instant Bio Virus Antidote Kits (BVAK autoinjectors) with 20u vaccine (inject 10u per use), a BVAK bottle (30u vaccine) and a normal syringe.
}}
 
===Grenadier's Belt===
{{anchor|Grenadier's Belt}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Grenadier's Belt
|image = Combat_belt.png
|foundin = Ordered via syndicate uplink, costs 22 telecrystals.
|usedfor = Lobbing several kinds of grenades.
|strategy = Contains a grenade for every situation. Avoid blowing yourself up with them.
|description = A belt containing a large amount of assorted grenades. TO be specific, it contains:
* 1 [[Security_items#Flashbang|Flashbang]];
* 4 Smoke Bombs;
* 2 EMP Grenades;
* 10 Frag Grenades: A bit less powerful than minibombs, but with a higher flame range;
* 4 Gluon Grenades: They deal radiation damage when exploding, and freeze the surrounding area afterwards, making it slippery;
* 2 Incendiary Grenades: They spread a wave of plasmafire, burning everything in their path;
* 1 [[Guide_to_chemistry#Fluorosulfuric_Acid|Fluorosulfuric Acid]] Smoke Grenade: It will spread extremely potent acid in its area of effect, melting armor, objects and people inside;
* 2 [[#Syndicate_Minibomb|Syndicate Minibombs]];
* 2 [[#Syndicate_Minibomb|Syndicate Minibombs]];
*10 Frag Grenades: A bit less powerful than minibombs, but with a higher flame range;
*2 Incendiary Grenades: They spread a wave of plasmafire, burning everything in their path;
*4 Gluon Grenades: They deal radiation damage when exploding, and freeze the surrounding area afterwards, making it slippery;
* 2 EMP Grenades;
*1 [[Guide_to_chemistry#Fluorosulfuric_Acid|Fluorosulfuric Acid]] Smoke Grenade: It will spread extremely potent acid in its area of effect, melting armor, objects and people inside;
*1 [[Security_items#Flashbang|Flashbang]];
* 4 Smoke Bombs;
* Screwdriver and Multitool to customize grenades. Some different triggers can be found in the Syndicate Infiltrator Ship.
* Screwdriver and Multitool to customize grenades. Some different triggers can be found in the Syndicate Infiltrator Ship.
|
}}
|-
 
| id="Big_Red_Button" |Syndicate Detonator
===Syndicate Detonator===
|[[file:Big_red_button.png]]
{{anchor|Syndicate Detonator}}
| style="text-align: center;" |3
{{Item
|The Syndicate Detonator is a companion device to the Syndicate Bomb. Simply press the included button and an encrypted radio frequency will instruct all live syndicate bombs to detonate. Useful for when speed matters or you wish to synchronize multiple bomb blasts. Be sure to stand clear of the blast radius before using the detonator.
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Syndicate Detonator<br>"Big red button"
|image = Big red button.png
|foundin = Ordered via syndicate uplink. It costs 3 telecrystals.
|usedfor = Detonating all syndicate bombs at once.
|strategy = Coordinating bomb blasts to destroy multiple objects simultaneously.
|description = The Syndicate Detonator is a companion device to the Syndicate Bomb. Simply press the included button and an encrypted radio frequency will instruct all live syndicate bombs to detonate.<br> Useful for when speed matters or you wish to synchronize multiple bomb blasts. Be sure to stand clear of the blast radius before using the detonator.<br>
'''Operatives start with a working detonator in their base, buying this is usually redundant'''.
'''Operatives start with a working detonator in their base, buying this is usually redundant'''.
|
}}
|}
 
===Viscerator Delivery Grenade===
{{anchor|Viscerator Delivery Grenade}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Viscerator Grenade
|image = Delivery grenade.png
|foundin = Ordered via syndicate uplink, costs 5 telecrystals.
|usedfor = Crowd Control.
|strategy = Shoot several killdrones that will try to hack off people's limbs.
|description = This grenade, when thrown, will disperse 10 manhack viscerators. They will proceed to chase and attack any nearby Non-Syndicate personnel. They deal a surprisingly high amount of damage over time but can be outrun easily.<br> The grenade is fantastic at helping clearing out a crowd of crewmen. However, it can be ineffective against Security personnel and the Captain as their armor and weapons allow them to ignore the viscerators long enough to (try to) gun you down. They are also extremely sharp and can outright sever limbs when attacking.
}}
 
 
==Stealthy and Inconspicuous Weapons==
 
===CQC Manual===
{{anchor|CQC Manual}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = 'Old Manual'
|image = CQC_manual.png
|foundin = Ordered via syndicate uplink, costs 13 telecrystals.
|usedfor = Remembering the basics of tactical Close-Quarters Combat.
|strategy = Read it and practice combos. Useful when combined with adrenals, noslips and added protection, like an energy shield or a shielded hardsuit or for killing someone when they least expect it.
|description = Reading this single-use book will teach you the basics of CQC - a martial art. <br> You learn devastating combos and when throw is active, have a chance to block and counter attacks. <br>This is the same skill as Cooks can use in the kitchen, except anywhere. <br>
Your punches do bonus damage, and your grabs will start as aggressive.
You can combo attacks by switching intents while hitting. Possible Combos:
* '''Slam''': Grab Harm. Slam opponent into the ground (10 brute and 12 sec paralyze). Only works on people standing.
* '''CQC Kick''': Harm Harm. If the opponent was paralyzed they'll be knocked out (30 sec sleep and 15 brain damage up to max 150). Else they'll be knocked away and take 10 brute.
* '''Restrain''': Grab Grab. Locks opponent into a restraining position (10 sec stun, 20 stamina damage). Disarm while restraining and pulling to knock them out with a choke hold (40 sec sleep).
* '''Pressure''': Disarm Grab. Deals 60 stamina damage.
* '''Consecutive CQC''': Disarm Disarm Harm. Mainly damaging move (25 brute and 50 stamina damage).
}}
 
==Stealth and Camouflage Items==
 
===Stealthy No-Slip Chameleon Shoes===
{{anchor|Stealthy No-Slip Chameleon Shoes}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Stealthy No-Slip Chameleon Shoes
|image = Brshoe.png
|foundin = Ordered via syndicate uplink, costs 4 telecrystals
|usedfor = Not slipping.
|strategy = The nuke ops version of [[#No-Slip_Chameleon_Shoes|no-slips]].
|description = Aside from the name, these work exactly the same as regular noslips.
}}
 


=== MODsuits and Modules===
==Space Suits and Hardsuits==
{| class="wikitable sortable"
!Item
! class="unsortable" |Icon
!Cost
! class="unsortable" |description
! class="unsortable" |info
|-
| id="Elite_Syndicate_Hardsuit" | Elite Syndicate MODsuit
|[[File:Elite MOD control.png]]
| style="text-align: center;" |8
|Works like a [[Syndicate Items#Syndicate MODsuit|Syndicate MODdsuit]], but it's more armored and completely immune to fire and acid. Useful when using fire-based weapons.
|
|-
| id="Shielded_Hardsuit" |MOD Energy Shield
|[[File:Energyshield.png|alt=]]
| style="text-align: center;" |8
|A module compatible with any MODsuit. It automatically generates a personal energy shield around the user, capable of completely nullifying a single hit, and then dissipating. The shield will reactivate after a few seconds, allowing another block.
|
|-
|MOD Injector
|[[File:Injector_module.png|alt=]]
|style="text-align: center;"|2
|A MODsuit module that allows you to deploy a specialized syringe that can hold up to 30u of chemicals, and inject them through any clothing the person might be wearing.
|
|-
|MODsuit Holster
|[[File:Holster_module.png|alt=]]
|style="text-align: center;"|2
|This module will allow you to conceal most guns, and quickly deploy them in case of need. Despite its appearance, it works with all but the biggest guns you can purchase.
|
|-
|MOD advanced EMP shield
|[[File:Empshield_module.png|alt=]]
|style="text-align: center;"|5
|Passive module that will protect your MODsuit from malfunctioning due to an EMP. Unlike the standard version, this won't drain your cell as much.
|
|-
|Medbeam Module
|[[file:Medgun.png]]
|style="text-align: center;"|15
|A specialized medical module that allows you to deploy a Medbeam Gun to your wrist at will. Using this on someone will heal them over time and at range, allowing  you to keep them healthy without taking too much of your attention. You cannot target yourself


===Elite Syndicate Hardsuit===
{{anchor|Elite Syndicate Hardsuit}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Elite Syndicate Hardsuit
|image = Elite_hardsuit.png
|foundin = Ordered via syndicate uplink, costs 8 telecrystals.
|usedfor = Having better armor and fireproofing.
|strategy = Wear it.
|description = Works like a [[#Syndicate_Hardsuit|Syndicate Hardsuit]], but it's more armored and completely immune to fire and acid. Useful when using fire-based weapons. <br> Resistances: melee = 60, bullet = 60, laser = 50, energy = 25, bomb = 55, bio = 100, rad = 70, fire = 100, acid = 100.
}}


===Shielded  Hardsuit===
{{anchor|Shielded  Hardsuit}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Shielded Hardsuit (Blood-red Hardsuit)
|image = Syndi_hardsuit.png
|foundin = Ordered via syndicate uplink, costs 30 telecrystals.
|usedfor = Having better armor and fireproofing.
|strategy = Wear it.
|description = Looks like a [[#Syndicate_Hardsuit|Syndicate Hardsuit]], but it has a shield that completely negates attacks until it depletes. Stores up to 3 charges, which regenerate when not being hit for 20 seconds. If the shielding falls, it has the same armor as a normal Syndicate hardsuit, but with full Acid and Fire protection. <br> Resistances: melee = 40, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50, fire = 100, acid = 100.
}}
==Devices and Tools==
===Blood-Red Magboots===
{{anchor|Blood-Red Magboots}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Blood-Red Magboots
|image = Syndi_magboots.png
|foundin = Ordered via syndicate uplink, costs 2 telecrystals.
|usedfor = Working without gravity.
|strategy = Activate them if the gravity generator stops working.
|description = A pair of magnetic boots that will keep you on the ground if the gravity fails or is sabotaged, giving you a mobility advantage. If activated with gravity they will protect from slips, but they will slow you down.
}}
===Assault Pod Targeting Device===
{{anchor|Assault Pod Targeting Device}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Assault Pod Targeting Device
|image = Gangtool_red.png
|foundin = Ordered via syndicate uplink. It costs 30 telecrystals.
|usedfor = Dropping on the station with style.
|strategy = Use this to drop into a central area, giving less time to react to the crew.
|description = This device allows you to aim and use the assault pod located to the east of the syndicate base. The doors are id-locked to operatives and it's defended by wall-mounted automatic guns, making it a safe location to retreat to if necessary.
'''It cannot return to the syndicate station, so at least one operative should send the ship onto the station to be able to come back. Also, don't forget the nuke behind!'''
}}
===Energy Shield===
{{anchor|Energy_Shield}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Energy Shield
|image = Eshield.png
|foundin = Ordered via syndicate uplink, costs 16 telecrystals.
|usedfor = Protecting yourself from energy weapons
|strategy = This is a very powerful asset, it will deflect all energy based ranged attacks, laser or stun. This makes it significantly harder for station personnel to attack or subdue you at range as only the armoury's riot shotguns will be effective in bypassing the energy shield.<br> While expensive, having the people up front wield an energy shield makes for a good breaching strategy.
|description = An incredibly useful personal shield projector, capable of reflecting energy projectiles and defending against other attacks.
}}
===Medbeam Gun===
{{anchor|Medbeam Gun}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Medbeam Gun
|image = Medgun.png
|foundin = Ordered via syndicate uplink, costs 15 telecrystals.
|usedfor = Constant and free healing.
|strategy = Use it on a target to begin healing it.
|description = A very efficient healing tool, that doesn't require the constant attention of the healer, since he can keep it in his offhand while shooting with the other hand. It cannot self-heal, however.<br>
'''Crossing the streams or trying to heal a target already being healed by another medbeam will cause a huge explosion. Be very wary when using two medbeam guns, or avoid buying two altogether.'''
'''Crossing the streams or trying to heal a target already being healed by another medbeam will cause a huge explosion. Be very wary when using two medbeam guns, or avoid buying two altogether.'''
|
}}
|-
 
|}
===Syndicate Medical Supply Kit===
{{anchor|Syndicate Medical Supply Kit}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Syndicate Medical Supply Kit
|image = Syndicate Medical Supply Kit.png
|foundin = Ordered via syndicate uplink, costs 4 telecrystals.
|usedfor = Healing your fellow operatives.
|strategy = Use this to keep your team alive.
|description = The syndicate medkit is a suspicious black and red. Included is a combat stimulant injector (containing 30 units of Epinephrine, 30 units of Omnizine, 15 units of Leporazine and 15 units of Atropine), a night vision medical hud for quick identification of injured comrades, a brute and burn healing patch, and a combat defibrillator that fits in belts and works through exosuits (usually useless due to explosive implants).
}}


===Stealth and Camouflage Items ===
===Syndicate Sentience Potion===
{| class="wikitable sortable"
{{anchor|Syndicate Sentience Potion}}
!Item
{{Item
! class="unsortable" |Icon
|bgcolor1 = #cccccc
!Cost
|bgcolor2 = #cccccc
! class="unsortable" |description
|name = Syndicate Sentience Potion
! class="unsortable" |info
|image = Intell_potion.png
|-
|foundin = Ordered via syndicate uplink, costs 4 telecrystals.
| id="Stealthy_No-Slip_Chameleon_Shoes" |Stealthy No-Slip Chameleon Shoes
|usedfor = Giving intelligence and a radio implant to an animal.
|[[file:Brshoe.png]]
|strategy = Use it on an animal to render it intelligent and loyal to you. Keep in touch thanks to the implanted radio.
| style="text-align: center;" |4
|description = This potion will grant intelligence (i.e. a player controller and speech) to any simple mob it is used on, also enslaving them to your commands.<br> Additionally, the creature will receive a radio implant, as well as an implanted syndicate ID, allowing them to enter and exit the Syndicate Infiltrator.
|The nuke ops version of [[#No-Slip_Chameleon_Shoes| chameleon no-slips]].
}}
|
|}


===Devices and Tools===
==Implants==
{| class="wikitable sortable"
!Item
! class="unsortable" | Icon
!Cost
! class="unsortable" |description
! class="unsortable" | info
|-
| id="Syndicate_Jaws_of_Life" |Syndicate Jaws of Life
|[[file:Syndicate_jaws.png]]
| style="text-align: center;" |4
|Based on a Nanotrasen model, this powerful tool can be used as both a crowbar and a pair of wirecutters. In its crowbar configuration it can be used to force open airlocks. Useful for entering the station or its departments.
|
|-
| id="Blood-Red_Magboots" |Blood-Red Magboots
|[[file:Syndi_magboots.png]]
| style="text-align: center;" |2
|A pair of magnetic boots that will keep you on the ground if the gravity fails or is sabotaged, giving you a mobility advantage. If activated with gravity they will protect from slips, but they will slow you down.
|
|-
| id="Assault_Pod_Targeting_Device" |Assault Pod Targeting Device
|[[file:Gangtool_red.png]]
| style="text-align: center;" |30
| This device allows you to aim and use the assault pod located to the east of the syndicate base. The doors are id-locked to operatives and it's defended by wall-mounted automatic guns, making it a safe location to retreat to if necessary.
'''It cannot return to the syndicate station, so at least one operative should send the ship onto the station to be able to come back. Also, don't forget the nuke behind!'''
|
|-
| id="Syndicate_Medical_Supply_Kit" |Syndicate Medical Supply Kit
|[[file:Syndicate_Medical_Supply_Kit.png]]
| style="text-align: center;" |4
|The syndicate medkit is a suspicious black and red. Included is a combat stimulant injector (containing 30 units of Epinephrine, 30 units of Omnizine, 15 units of Leporazine and 15 units of Atropine), a night vision medical hud for quick identification of injured comrades, a brute and burn healing patch, and a combat defibrillator that fits in belts and works through exosuits (usually useless due to explosive implants).
|
|-
| id="Syndicate_Sentience_Potion" |Syndicate Sentience Potion
|[[file:Intell_potion.png]]
| style="text-align: center;" |4
|This potion will grant intelligence (i.e. a player controller and speech) to any simple mob it is used on, also enslaving them to your commands. Additionally, the creature will receive a radio implant, as well as an implanted syndicate ID, allowing them to enter and exit the Syndicate Infiltrator.
|
|-
|Syndicate Intellicard
|
|style="text-align: center;"|12
|Special device that, when activated, will prompt ghosts to take the role of a carded AI. Once online, this AI can be uploaded to anything a normal AI can, including your MODsuit, though it needs to be right next to the machinery you want to control unless you buy a special upgrade. Even without it, it's still able to control your MODsuit modules and move it if you fall unconscious or die. Alternatively, you can try to replace the station AI with one of your own, if that's what you're going for.
|
|-
|AI Interaction Range Upgrade
|
|style="text-align: center;"|4
|Chip that allows your AI to interact with devices at longer ranges, specifically 2 tiles per use. Consecutive uses on the same AI will stack.
|
|}


===Implants===
All these items ship with an (auto) implanter; to use it, insert the implant in the implanter and use it inhand.
All these items ship with an (auto) implanter; to use it, insert the implant in the implanter and use it inhand.
{| class="wikitable sortable"
!Item
! class="unsortable" |Icon
!Cost
! class="unsortable" |description
! class="unsortable" |info
|-
| id="CNS_Rebooter_Implant" |CNS Rebooter Implant
|[[file:Brain_implant.png]]
| style="text-align: center;" |12
|This implant will shorten any stun longer than 4 seconds to 4 seconds.
|
|-
| id="Microbomb_Implant" |Microbomb Implant
|[[file:injector.png]]
| style="text-align: center;" |2
|Nuclear Operatives start with bomb implants already, but if you feel like increasing the strength of the explosion, you can add more explosive implants.
|
|-
|Plausible Deniability Implant
|[[file:injector.png]]
|style="text-align: center;"|6
|Completely prevents both soft and hard critical condition, allowing you to stay in the fight longer! Exactly ten seconds longer, to be precise. Ten seconds after you would have entered critical condition, you explode, even if you've been healed above the threshold. Decent for one last hoorah to do as much damage to the crew as possible, but makes it so your other operatives can't save you.
|
|-
| id="Macrobomb_Implant" |Macrobomb Implant
|[[file:injector.png]]
| style="text-align: center;" |20
|A much more powerful version of the Microbomb Implant, this will cause a delayed but much more powerful explosion on death. Make sure to warn your comrades of this, as you might catch them in the blast if they're unaware.
|
|-
| id="Reviver_Implant" | Reviver Implant
|[[file:chest_implant.png]]
| style="text-align: center;" |8
|This implant will heal you once you fall into crit, then goes into cooldown.
|
|-
| id="Thermal_Vision_Implant" |Thermal Vision Implant
|[[file:eye_implant.png]]
| style="text-align: center;" |8
|Like optical thermal goggles, it lets you see all living beings through walls, and enhances your vision in the dark.
|
|-
| id="X-ray_Vision_Implant" |X-Ray Vision Implant
|[[file:eye_implant.png]]
| style="text-align: center;" |10
|Allows unrestricted vision through walls, though light level will still play a role.
|
|-
| id="Deathrattle_Implant" |Box of Deathrattle Implants
|[[file:injector.png]]
| style="text-align: center;" |4
|A collection of eight implants (and one reusable implanter) that should be injected into the team. When one of the team dies, all other implant holders recieve a mental message informing them of their teammates' name and the location of their death. Unlike most implants, these are designed to be implanted in any creature, biological or mechanical.
|
|}


===Support===
===CNS Rebooter Implant===
{| class="wikitable sortable"
{{anchor|CNS Rebooter Implant}}
! Item
{{Item
! class="unsortable" |Icon
|bgcolor1 = #cccccc
!Cost
|bgcolor2 = #cccccc
! class="unsortable" |description
|name = CNS Rebooter Implant
! class="unsortable" |info
|image = Brain_implant.png
|-
|foundin = Ordered via syndicate uplink, costs 12 telecrystals.
| id="Dark_Gygax" |Dark Gygax
|usedfor = Reducing stuns.
|[[file:DarkGygax.png]]
|strategy = Implant it in yourself.
| style="text-align: center;" |60
|description = This implant will shorten any stun longer than 4 seconds to 4 seconds.
| One of the two assault mechs available to the operatives. At a heavy investment this mech provides a very powerful and versatile assault platform to support the assault into the station. Boasting a decent movement speed, an LBX AC 10 "Scattershot" shotgun, both types of armor boosters, and an Energy Relay, this mech proves to be as powerful as anything the operatives can bring to bear in terms of close-quarters combat prowess. However, it is extremely vulnerable to [[Guide_to_Combat#Ion Rifle|ion guns]], which will seriously damage the mech in a few hits. Consider not bringing your ship's ion gun along for the assault. Aside from the ion gun, the only easy way to bring it down is other EMPs, mass laser fire or a ton of explosives. It also has a leg actuator function, which speeds up the mech.
}}
Has thrusters for space-maneuverability.
 
|
===CNS Rebooter Implant===
|-
{{anchor|CNS Rebooter Implant}}
| id="Dark_Mauler" |Dark Mauler
{{Item
|[[file:DarkMarauder.png]]
|bgcolor1 = #cccccc
| style="text-align: center;" |100
|bgcolor2 = #cccccc
|The single most expensive item available to the Operatives, the Dark Mauler is an unholy terror to behold to even the most elite of Security personnel. Carrying a mounted LMG, a Scattershot gun, a Missile Rack, a Power Relay for infinite power and special anti-ranged armor, this monster can destroy the station ten-fold with the equipment it carries. Its armor makes it nearly impossible to destroy by all but the most concentrated, coordinated and well armed of counter attacks. Its main weakness is that it is very slow moving, making it easy to outrun. It can, however, walk through walls without any trouble, making most stationary fortifications pointless. Note that this does not, however, automatically make you unstoppable. To effectively use it you should already have some experience with mechs, it should also be noted that whoever is piloting this does not need as much gear as everyone else, so don't waste TC (although it is good to have a backup plan if the mech is destroyed).
|name = CNS Rebooter Implant
|
|image = Brain_implant.png
|-
|foundin = Ordered via syndicate uplink, costs 12 telecrystals.
| id="Syndicate_Cyborg" |Syndicate Cyborg
|usedfor = Reducing stuns.
|[[file:Syndieborg.png]]
|strategy = Implant it in yourself.
| style="text-align: center;" |65
|description = This implant will shorten any stun longer than 4 seconds to 4 seconds.
|A repurposed Nanotrasen Cyborg, outfitted with the latest in Syndicate technology. This powerful killing machine has many great utilities that make it almost a necessary asset for many Nuke Op teams. Can either be an Assault, Medical or Engineering module.<br>
}}
*The assault module contains:
**A [[Security_items#Flash|flash]];
**An [[#Energy_Sword|energy sword]];
**A cyborg LMG that prints ammo from energy;
**A grenade launcher;
**An [[#Cryptographic_Sequencer|emag]];
**A crowbar;
**A pinpointer;
*The medical module contains:
**A [[Security_items#Flash|flash]];
** A [[#Medical_bundle|syndicate hypospray]] containing restorative nanites;
**Medical Gauze;
**A defibrillator;
** A [[#Medbeam_Gun|Medbeam Gun]];
**A health analyzer;
**Surgery tools (The surgical saw can be toggled to be an energy sword);
**An [[#Cryptographic_Sequencer|emag]];
**A crowbar;
**A pinpointer.
*The saboteur module contains:
**A full set of tools;
** Metal, glass and cable synthesizers;
**A robotic RCD;
** A robotic RPD;
**A fire extinguisher;
**Zipties;
**A flash;
**Thermal vision;
**A fake destination tagger;
**A cyborg chameleon projector;
**A pinpointer.


The Syndicate cyborg is occupied by a ghost with the operative preference enabled. If there are no candidates, you can refund the telecrystals by hitting the uplink with the teleporter you get from ordering the cyborg.
===Microbomb Implant===
|
{{anchor|Microbomb Implant}}
|-
{{Item
| id="Reinforcements" |Reinforcements
|bgcolor1 = #cccccc
|[[file:Generic_nukesyndie.png]]
|bgcolor2 = #cccccc
| style="text-align: center;" |25
|name = Microbomb Implant
|Gives a Reinforcement Teleporter. When used, a random ghost will become a new member of the nuke operative squad! The reinforcement starts with the normal operative equipment minus the TC, therefore someone has to equip them to make them useful: in particular, make sure there are enough spacesuits to get to the station.
|image = Injector.png
|
|foundin = Ordered via syndicate uplink, costs 2 telecrystals.
|-
|usedfor = Exploding on death.
|Overwatch Reinforcement
|strategy = Use it when dying to prevent your items from being stolen.
|[[File:Overwatch Agent.png]]
|description = Nuclear Operatives start with bomb implants already, but if you feel like increasing the strength of the explosion, you can add more explosive implants.
|style="text-align: center;"|12
}}
|You'll receive a Reinforcement Teleporter. When you activate it, ghosts will be prompted to become a Syndicate Overwatch Agent. If any were to accept, they'll spawn in the sealed bunker northwest of the base, with boards to build another infiltrator control console, an advanced camera console, a station announcements console, and a last, special computer that lets you watch your team via pre-oinstalled bodycams. Their headset has a loud mode, just like the station heads' ones, and they start with the Codespeak language by default.
Useful if you need more coordination or if you plan on using the Steel Rain drop pod.
|
|}


===(Pointless) Badassery===
===Macrobomb Implant===
{| class="wikitable sortable"
{{anchor|Macrobomb Implant}}
!Item
{{Item
! class="unsortable" |Icon
|bgcolor1 = #cccccc
!Cost
|bgcolor2 = #cccccc
! class="unsortable" |description
|name = Macrobomb Implant
! class="unsortable" |info
|image = Injector.png
|-
|foundin = Ordered via syndicate uplink, costs 20 telecrystals.
| id="Broken_Chameleon_Kit" |Broken Chameleon Kit
|usedfor = Exploding on death.
|[[file:Syndibox.png]][[file:Changeling.gif]]
|strategy = Use it when dying to prevent anyone close to your corpse from being alive.
| style="text-align: center;" | 4
|description = A much more powerful version of the Microbomb Implant, this will cause a delayed but much more powerful explosion on death. Make sure to warn your comrades of this, as you might catch them in the blast if they're unaware.
|A full chameleon kit, gun aside, that acts as if EMP'd. You will stick out like a sore thumb and be unable to wear "real" armor.
}}
|
|-
| id="Centcom_Official_Costume" |Centcom Official Costume
|[[file:Syndibox.png]][[file:centcomcommander.png]]
| style="text-align: center;" |4
|Contains a full CentCom Official uniform set, headset and clipboard included. The headset comes without an encryption key.
|
|-
| id="Clown_Costume" |Clown Costume
|[[file:Clownduffle.png]][[file:Generic_clown.png]]
| style="text-align: center;" | 4
|Contains a complete [[Clown]] outfit.
|
|-
| id="Sleepy_Time_Pajama_Bundle" |Sleepy Time Pajama Bundle
|[[file:Syndibox.png]][[File:Syndi_pajama.png]]
| style="text-align: center;" |4
|Even soldiers need to get a good nights rest. Comes with blood-red pajamas, a blankie, a hot mug of cocoa and a fuzzy friend.
|
|}


=Clown Operative Equipment=
===Reviver Implant===
{{anchor|Reviver Implant}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Reviver Implant
|image = Chest_implant.png
|foundin = Ordered via syndicate uplink, costs 8 telecrystals.
|usedfor = Recovering from crit.
|strategy = Implant it in yourself.
|description = This implant will heal you once you fall into crit, then goes into cooldown.
}}


'''STATION PRANKS GONE WRONG!''' You have been chosen by the clownpeople to lead a daring prank raid (''praind??'') on one of nanotrasen's space station. While this prank is sponsored by the syndicate coalition, your clown honor (and genes) dictates that you do not use certain BORING equipment standard nuclear operatives are known for, and instead opt for the more !FUN! equipment you are accostumed to as a clown.
===Thermal Vision Implant===
{{anchor|Thermal Vision Implant}}
  {{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Thermal Vision Implant
|image = Eye_implant.png
|foundin = Ordered via syndicate uplink, costs 8 telecrystals.
|usedfor = Seeing living beings through walls.
|strategy = Implant it in yourself.
|description = Like optical thermal goggles, but leaves your glasses slot free for other glasses.
}}


'''Here are some of the biggest changes from the normal operative kit:'''
===X-Ray Vision Implant===
{{anchor|X-Ray Vision Implant}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = X-Ray Vision Implant
|image = Eye_implant.png
|foundin = Ordered via syndicate uplink, costs 10 telecrystals.
|usedfor = Seeing through walls.
|strategy = Implant it in yourself.
|description = Allows unrestricted vision through walls.
}}


{| class="wikitable" style="text-align: center;"
==Support==
|'''Absolutely no guns!'''
Mechs, cyborgs and new troops, for when you feel you're understaffed.
|'''You can use: ...'''
|-
|[[file:bulldog.png]][[file:c20r.png]][[file:sniper.png]]
|[[file:Pie_cannon.png]] The pie cannon! <br> [[file:fake_c20r.png]][[file:fake_SAW.png]] Foam weapons! <br> [[file:paperplane.png]] Origami!
|-
|'''No energy sword/shield!'''
|'''Bananium weapons!'''
|-
|[[file:sword.gif]][[file:DoubleESword.png]][[file:eshield.png]]
|[[file:banana_sword.gif]][[file:banana_shield.png]]<br>They are slippery on the floor, and the sword is totally harmless, but slips people you hit!
|-
|'''No lame bombs!'''
|'''Use funny bombs!!'''
|-
|[[file:syndicate_Bomb.gif]][[file:Syndicate_Minibomb.gif]]
|[[file:clownbomb.png]] Summon a horde of clowns!<br>[[file:moustache_grenade.png]]Slap a funny moustache on people's faces! (Also teargas!!) <br> [[file:banana.png]]Blow them up with the explosive peel!
|-
| colspan="2" |'''Bioweapons are A-OK!!'''
|-
| colspan="2" |'''Other funny equipment:''' <br> [[file:clown shoes.png]] Combat clown shoes that don't slip, bananium version that leaves peels behind also available! <br> [[file:firingpinclown.png]] Funny firing pins that only let other clowns use a gun, or VERY funny pins that explode when pulled!!
|-
| colspan="2" |[[file:dark_honk.png]] '''A MECH!!!'''
|-
| colspan="2" |'''NO CLOWN CAR!!'''
|}


[[Category:Objects]]
===Dark Gygax===
[[Category: Weapons]]
{{anchor|Dark Gygax}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Dark Gygax
|image = DarkGygax.png
|foundin = Ordered via syndicate uplink, costs 80 telecrystals.
|usedfor = Heavy Fire Support.
|strategy = Mow down hallways of people and teleport onto the bridge to give the Captain a big surprise!
|description = One of the two assault mechs available to the operatives. At a heavy investment this mech provides a very powerful and versatile assault platform to support the assault into the station.<br> Boasting a decent movement speed, an Ultra AC2 machinegun that shoots in bursts, a grenade launcher that fires flashbangs, a personal teleportation device, and an Energy Relay, this mech proves to be as powerful as anything the operatives can bring to bear.<br> However, it is extremely vulnerable to [[Guide_to_Combat#Ion Rifle|ion guns]], which will seriously damage the mech in a few hits. Consider not bringing your ship's ion gun along for the assault. Aside from the ion gun, the only easy way to bring it down is other EMPs, mass laser fire or a ton of explosives.<br> It also has a leg actuator function, which speeds up the mech and allows it to knock down walls and structures, at the cost of the mech's integrity.<br>
Has thrusters for space-maneuverability.
}}


'''CURRENTLY UNUSED EQUIPMENT'''
===Dark Mauler===
<div style="text-align: left; max-width: 95%">{{#tag:tab|
{{anchor|Dark Mauler}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Dark Mauler
|image = DarkMarauder.png
|foundin = Ordered via syndicate uplink, costs 140 telecrystals!
|usedfor = Heavy Assault Platform.
|strategy = For when you need to absolutely annihilate anything in your way, accept no substitute.
|description = The single most expensive item available to the Operatives, the Dark Mauler is an unholy terror to behold to even the most elite of Security personnel. Carrying a mounted LMG, a Scattershot gun, a Missile Rack, a Power Relay for infinite power and special anti-ranged armor, this monster can destroy the station ten-fold with the equipment it carries.<br> Its armor makes it nearly impossible to destroy by all but the most concentrated, coordinated and well armed of counter attacks. Its main weakness is that is is very slow moving, making it easy to outrun. It can, however, walk through walls without any trouble, making most stationary fortifications pointless. <br> Note that this does not, however, automatically make you unstoppable. To effectively use it you should already have some experience with mechs, it should also be noted that whoever is piloting this does not need as much gear as everyone else, so don't waste TC (although it is good to have a backup plan if the mech is destroyed).
}}


===Contract Kit===
===Syndicate Cyborg===
A special kit for traitors only. '''CURRENTLY REMOVED FROM THE CODE. YOU CAN NO LONGER BUY THE CONTRACTOR KIT.'''
{{anchor|Syndicate Cyborg}}
{{anchor|Contract Kit}}
{{Item
{{Item
  |bgcolor1 = #cccccc
  |bgcolor1 = #cccccc
  |bgcolor2 = #cccccc
  |bgcolor2 = #cccccc
  |name = "Contract Kit"
  |name = Syndicate Cyborg
  |image = Contract uplink.gif
  |image = Syndieborg.png
  |foundin = Ordered via syndicate uplink, costs 20 telecrystals.  
  |foundin = Ordered via syndicate uplink, costs 65 TC for the assault module and 35 for the medical one.
  |usedfor = Completing kidnapping contracts for TC-rewards.  
  |usedfor = Robotic Support.
  |strategy = A high risk, high reward choice for a traitor who wants a real challenge.
  |strategy = Increase team size by adding a borg to the team, an unstunnable killing machine.  
  |description = '''20+ players only'''<br> The Syndicate have a number of urgent contracts for you to take on, become a contractor and complete them for TC and cash payments. Upon purchase, you'll be granted your own contract uplink embedded within a supplied tablet computer. Additionally, you'll be granted contractor gear to help with your mission. Comes supplied with the tablet, a specialist contractor space suit, [[#Chameleon_Kit|chameleon jumpsuit]] and [[#Chameleon_Kit|mask]], [[#Agent_ID_Card|agent card]], three randomly selected low cost items, and a unique, [[#Contractor Baton|electrified baton]]. Can include items from nuke ops.
  |description = A repurposed Nanotrasen Cyborg, outfitted with the latest in Syndicate technology. This powerful killing machine has many great utilities that make it almost a necessary asset for many Nuke Op teams. Can either be an Assault or a Medical module.<br>
* The assault module contains:
** A [[Security_items#Flash|flash]];
** An [[#Energy_Sword|energy sword]];
** A cyborg LMG that prints ammo from energy;
** A grenade launcher;
** An [[#Emag|emag]];
** A crowbar;
** A pinpointer;
* The medical module contains:
** A [[Security_items#Flash|flash]];
** A [[#Medical_bundle|syndicate hypospray]] containing nanites;
** Medical Gauze;
** A defibrillator;
** A [[#Medbeam_Gun|Medbeam Gun]];
** A health analyzer;
** Surgery tools (The surgical saw can be toggled to be an energy sword);
** An [[#Emag|emag]];
** A crowbar;
** A pinpointer.


Use the new contract uplink to select a contract, and bring the assigned target dead or alive to the designated drop off location. Call for the extraction pod and send them off for your payment, with much higher rewards for keeping them alive. Extracted targets will be sent to the [[Ninja|ninja]] jail and held for ransom by the Syndicate, alerting the crew after a small delay. Ransom will be payed automatically by [[Nanotrasen]], taking an amount of the station budget to offset the cost. These targets will later be returned to the station, with even targets brought and extracted dead being returned to the crew. The contractor always earns a portion of the ransom when they're extracted into their equipped ID.
The Syndicate cyborg is occupied by a ghost with the operative preference enabled. If there are no candidates, you can refund the telecrystals by hitting the uplink with the teleporter you get from ordering the cyborg.
}}


Victims that're extracted will have their items stored until they're brought back, with their items coming along with the pod they're dropped with. Extracted targets always get dropped back in the same area they were launched from.
===Reinforcements===
{{anchor|Reinforcements}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Reinforcements
|image = Generic_nukesyndie.png
|foundin = Ordered via syndicate uplink, costs 25 telecrystals.
|usedfor = Support.
|strategy = Increase your team size by adding another operative.
|description = Gives a Reinforcement Teleporter. When used, a random ghost will become a new member of the nuke operative squad! The reinforcement starts with the normal operative equipment minus the TC, therefore someone has to equip them to make them useful: in particular, make sure there are enough spacesuits to get to the station.
}}


Aborting or completing contracts will make them unavailable to take on again, so be mindful of this when choosing which target to pick. Extraction will come when requested, but only if both yourself and the target is inside the dropoff location.


The average for the total TC you can earn with this kit is around 34 TC, with the minimum never being below 30, should you extract all your targets alive. This is on top of the actual value this kit gives you initially, making this an incredibly viable choice if you can justify a weaker early game, and feel up to the challenge.
==(Pointless) Badassery==


Currently, when first assigning yourself to the uplink, you'll always be given 6 contracts.
===Broken Chameleon Kit===
{{anchor|Broken Chameleon Kit}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Broken Chameleon Kit
|image = Changeling.gif
|foundin = Ordered via syndicate uplink, costs 4 telecrystals.
|usedfor = Complimenting your Syndicate balloon.
|strategy = Put this on and demonstrate your robustness.
|description = A full chameleon kit, gun aside, that acts as if EMP'd. You will stick out like a sore thumb and be unable to wear "real" armor.
}}


Unique items are available to purchase with "Contractor Rep" through the available Hub inside the uplink. You acquire two Rep per completed contract, with five different purchases available:
===Centcom Official Costume===
* '''Contract Reroll - 2 Rep''': Request a reroll of your current contract list. Will generate a new target, payment, and dropoff for the contracts you currently have available.
{{anchor|Centcom Official Costume}}
* '''Contractor Pinpointer - 1 Rep''': A pinpointer that only activates for its owner, which is the first person to activate it. Locks on to crew on the same z-level, ignoring suit sensors, but is much less accurate. Will show you're at the location when within ~25 units.
{{Item
* '''Fulton Extraction Kit - 1 Rep''': Gives both a beacon and fulton kit to move targets/items across the station. Place the beacon down, and use the bag in hand to link it. Using the bag on items and crew will send them to the beacon. They must be outside - so in space or on lavaland - to be sent to the beacon.
|bgcolor1 = #cccccc
* '''Reinforcements - 2 Rep''': Call in a Syndicate agent to help you with your mission. Role is polled to ghosts, and comes with very basic items and their own 0 TC uplink. When an agent is found, they'll be sent via pod, so be sure to call when by yourself.
|bgcolor2 = #cccccc
* '''Blackout - 3 Rep''': Cuts station power for a short duration.
|name = Centcom Official Costume
|image = Syndibox.png
|foundin = Ordered via syndicate uplink, costs 4 telecrystals.
|usedfor = Playing them like a fiddle.
|strategy = Ask the crew to "inspect" their nuclear disk and weapons system.
|description = Contains a full CentCom Official uniform set, headset and clipboard included. The headset comes without an encryption key.
}}


====[[File:Contractor_baton_retracted.png]]Contractor Baton[[File:Contractor_baton_extended.png]]====
===Clown Costume===
This baton comes in every contract kit. Use in hand to extend or retract. Fits in a pocket when retracted. If extended:<br>
{{anchor|Clown Costume}}
{{Leftclick}} Causes 1.5 seconds of [[Status_Effects#Knockdown|knockdown]] and 85 [[Health#Stamina|stamina]] damage, which means it will [[Health#Stamina|stamcrit]] someone with 2 hits. Has a 2.5 second cooldown. Unlike [[Security_items#Stun_Baton|other batons]], this one works on [[Cyborg|cyborgs]]. <br>
{{Item
{{Rightclick}} Simply deals 16 brute damage with no cooldown.  
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Clown Costume
|image = Duffle_syndie.png
|foundin = Ordered via syndicate uplink, costs 4 telecrystals.
|usedfor = PRANKS GONE WRONG 3: NUCLEAR EDITION
|strategy = Wearing this will be enough to terrify most crew members.
|description = Contains a complete [[Clown]] outfit.
  }}
  }}
|dropdown|collapsed=true|closename=Click to retract|openname=Click to expand}}</div>
 
[[Category:Objects]]

Revision as of 16:42, 31 March 2025

This page needs to be reviewed/updated.
REASON: This page needs to be checked for the following: Template Read-ability, Possible outdated Icons and Missing items (if they're not there add them)
Make this page not have a massive TOC (Table of contents) Please.
PRIORITY: Medium

Syndicate Items

These items can be bought through an uplink by Traitors and (barring a few) Nuclear Operatives.

How to Get These Items

Syndicate Uplink
Syndicate Uplink
  • Found in: Syndicate operatives spawn with one
  • Used for: Ordering syndicate items by a traitor or syndicate operative.
  • Strategy: Keep it locked. In case someone searches you they might look at your pda to see if it's an uplink.
Description

This is where the traitor gets all his fancy items. It's disguised as a PDA, the pen inside, or a headset. You will need to enter the code given into the ringtone selection in the messenger menu in your PDA, turn the pen or select a headset frequency.
From there, you can click on it and pick whatever item you want/need. However, you only have 20 telecrystals to use (In Nuke, the crystals are scaled to the population of the station. Every 10 people adds 10 crystals. Extra crystals for war ops), so choose wisely.
The nuke round radio and the headset can also self destruct, which can be used to destroy things like computers or gib people if dropped on top of them.

Discounts

Up to three items are randomly discounted. These items can be found at the bottom of the page. The lower initial cost, the higher chance it will be discounted. You can not buy the item at discount price more than once! Hope for a 80% off Dark Mauler! (Yes, this is possible)

Bundles and Telecrystals

Contract Kit


"Contract Kit"
  • Found in: Ordered via syndicate uplink, costs 20 telecrystals.
  • Used for: Completing kidnapping contracts for TC-rewards.
  • Strategy: A high risk, high reward choice for a traitor who wants a real challenge.
Description

20+ players only
The Syndicate have a number of urgent contracts for you to take on, become a contractor and complete them for TC and cash payments. Upon purchase, you'll be granted your own contract uplink embedded within a supplied tablet computer. Additionally, you'll be granted contractor gear to help with your mission. Comes supplied with the tablet, a specialist contractor space suit, chameleon jumpsuit and mask, agent card, three randomly selected low cost items, and a unique, electrified baton. Can include items from nuke ops.

Use the new contract uplink to select a contract, and bring the assigned target dead or alive to the designated drop off location. Call for the extraction pod and send them off for your payment, with much higher rewards for keeping them alive. Extracted targets will be sent to the ninja jail and held for ransom by the Syndicate, alerting the crew after a small delay. Ransom will be payed automatically by Nanotrasen, taking an amount of the station budget to offset the cost. These targets will later be returned to the station, with even targets brought and extracted dead being returned to the crew. The contractor always earns a portion of the ransom when they're extracted into their equipped ID.

Victims that're extracted will have their items stored until they're brought back, with their items coming along with the pod they're dropped with. Extracted targets always get dropped back in the same area they were launched from.

Aborting or completing contracts will make them unavailable to take on again, so be mindful of this when choosing which target to pick. Extraction will come when requested, but only if both yourself and the target is inside the dropoff location.

The average for the total TC you can earn with this kit is around 34 TC, with the minimum never being below 30, should you extract all your targets alive. This is on top of the actual value this kit gives you initially, making this an incredibly viable choice if you can justify a weaker early game, and feel up to the challenge.

Currently, when first assigning yourself to the uplink, you'll always be given 6 contracts.

Unique items are available to purchase with "Contractor Rep" through the available Hub inside the uplink. You acquire two Rep per completed contract, with four different purchases available:

  • Contractor Pinpointer - 1 Rep: A pinpointer that only activates for its owner, which is the first person to activate it. Locks on to crew on the same z-level, ignoring suit sensors, but is much less accurate. Will show you're at the location when within ~25 units.
  • Fulton Extraction Kit - 1 Rep: Gives both a beacon and fulton kit to move targets/items across the station. Place the beacon down, and use the bag in hand to link it. Using the bag on items and crew will send them to the beacon. They must be outside - so in space or on lavaland - to be sent to the beacon.
  • Reinforcements - 2 Rep: Call in a Syndicate agent to help you with your mission. Role is polled to ghosts, and comes with very basic items and their own 0 TC uplink. When an agent is found, they'll be sent via pod, so be sure to call when by yourself.
  • Blackout - 3 Rep: Cuts station power for a short duration.

Contractor Baton

This baton comes in every contract kit. If extended and used on someone when not on harm intent it causes 1.5 seconds of knockdown and 70 stamina damage, which means it will stam-paralyze someone with 2 hits. Has a 2.5 second cooldown between non-harm hits. Fits in a pocket when retracted. Use in hand to extend or retract. Unlike other batons, this one works on cyborgs.

Syndicate Bundle A: Syndi-kit Tactical

"Bundle A"
"Bundle A"
  • Found in: Ordered via syndicate uplink, costs 20 telecrystals.
  • Used for: Random Traitoring.
  • Strategy: Get this if you don't know what you want to get, or if you want a challenge.
Description

Weightedly picks a set of Syndicate items and spawns them in a common box. The total cost of items you get is always more than 20 telecrystals.
You get more than you would normally be able to at the cost of not knowing what you're going to get. This is bundle A, containing tactical item sets. [Show/hide] Possible Sets

Syndicate Bundle B: Syndi-kit Special

"Bundle B"
"Bundle B"
  • Found in: Ordered via syndicate uplink, costs 20 telecrystals.
  • Used for: Random Traitoring.
  • Strategy: Get this if you don't know what you want to get, or if you want a challenge.
Description

Weightedly picks a set of Syndicate items and spawns them in a common box. The total cost of items you get is always more than 20 telecrystals.
You get more than you would normally be able to at the cost of not knowing what you're going to get. This is bundle B, containing gimmicky item sets. [Show/hide] Possible Sets

Syndicate Surplus Crate

"Crate"
"Crate"
  • Found in: Ordered via syndicate uplink, costs 20 telecrystals.
  • Used for: Taking a gamble or getting tons of items.
  • Strategy: This can contain nearly everything on the uplink. If you want to take a gamble, buy it.
Description

25+ players only
It's a crate. It contains 50 telecrystals worth of completely random Syndicate items. This can be anything from an Emag to a Deck of Cards. It can be useless junk or really good. It can be fun to buy if you have an easy objective or want to switch up your strategy.

1 Raw Telecrystal


Telecrystal
  • Found in: Ordered via syndicate uplink, costs 1 telecrystal.
  • Used for: Giving other traitors or the nuke ops leader TC, charging F.R.A.M.E. cartridges.
  • Strategy: These crystals can be used to regular uplinks, nuke ops uplinks and F.R.A.M.E. cartridges.
Description

A telecrystal in its rawest and purest form; can be utilized on active uplinks to increase their telecrystal count.

5 Raw Telecrystals


Telecrystal
  • Found in: Ordered via syndicate uplink, costs 5 telecrystals.
  • Used for: Giving other traitors or the nuke ops leader TC, charging F.R.A.M.E. cartridges.
  • Strategy: These crystals can be used to regular uplinks, nuke ops uplinks and F.R.A.M.E. cartridges.
Description

Five telecrystals in their rawest and purest form; can be utilized on active uplinks to increase their telecrystal count.

20 Raw Telecrystals


Telecrystal
  • Found in: Ordered via syndicate uplink, costs 20 telecrystals.
  • Used for: Giving other traitors or the nuke ops leader TC, charging F.R.A.M.E. cartridges.
  • Strategy: These crystals can be used to regular uplinks, nuke ops uplinks and F.R.A.M.E. cartridges.
Description

Twenty telecrystals in their rawest and purest form; can be utilized on active uplinks to increase their telecrystal count.

Super Surplus Crate

"Crate"
"Crate"
  • Found in: Ordered via syndicate uplink, costs 40 telecrystals.
  • Used for: Teaming up with another traitor to gamble all your TC.
  • Strategy: The 40 TC price means that you have to team up with at least one other traitor. Use codewords!
Description

40+ players only
This big boy contains 125 TC worth of items. If you feel you can trust other traitors, why not?

Random Item

"???"
"???"
  • Found in: Ordered via syndicate uplink, costs a random amount of telecrystals.
  • Used for: Purchasing a random item.
  • Strategy: Buy something completely random.
Description

Picking this will purchase a random item. Useful if you have some TC to spare or if you haven't decided on a strategy yet.

Conspicuous and Dangerous Weapons

Box of Throwing Weapons


Box of Throwing Weapons
  • Found in: Ordered via syndicate uplink, costs 3 telecrystals.
  • Used for: Murdering people by throwing things.
  • Strategy: Use the throwing stars to cause heavy damage and bleeding due to embedding, and the bolas to prevent the target from running off or dodging.
Contents
Description

5x, 2x

This kit contains five throwing stars and two reinforced bolas. Throwing stars will deal heavy brute damage on hit and automatically embed, causing further brute and bleeding over time.
Reinforced bolas cause a 3.5 second knockdown and will slow targets down on hit until they are removed. They take longer to remove than normal bolas.


Energy Sword

Energy Sword
Energy Sword
  • Found in: Ordered via syndicate uplink, costs 5 telecrystals.
  • Used for: Mass murder.
  • Strategy: This sword will usually crit someone in three to four hits (more if the target is armored). It leaves a bloody mess though. When it is on it has a chance to deflect projectiles. Needs to be turned on before use. Can fit in a pocket if shut off.
Description

This is a melee weapon that will do a lot of (30) brute damage. It also has a high chance to knock someone down, or outright uncouncious. It has two states, on and off. When it's off, you can fit it into your pocket, but it's a terrible weapon.
Activate it to switch between the two states, but be warned, turning it on or off causes a very loud and distinct noise. It is also a very good combo combined with the e-bow's knockdown. You have a decent chance of reflecting projectiles with it when turned on. You can also hit it with a multitool to make a RAINBOW SWORD.

Double-bladed Energy Sword

Double-bladed Energy Sword
Double-bladed Energy Sword
  • Found in: Ordered via syndicate uplink, costs 13 telecrystals.
  • Used for: SUPER mass murder, making security and all their stunning and lasers completely irrelevant.
  • Strategy: Simply having this weapon active will completely ruin anyone who tries to shoot you with a taser.
Description

25+ players only
The double energy sword is an immensely powerful weapon, capable of sending unarmored victims into critical in just 3 hits (and likely stunning them, dismembering, or knocking them unconscious long before that). Like the single-bladed Energy Sword, it must be turned on to be used properly, and can still be stored in your pocket when turned off.
The main reason why this weapon is so powerful compared to its predecessor is because it will reflect all energy and laser bolts sent at it back at the person who shot at you, guaranteed.
This makes unrobust Security completely and totally useless at range, and makes them easy kills if they get hit by their own taser shots. This sword is not unstoppable, however. It also has a chance to reflect bullets, but this is somewhat unreliable.
It will also not stop melee attacks, so try to avoid the inevitable jousting matches with stunbatons and disarm intent. Temperature gun shots go right through this.

Gloves of the North Star


"Gloves of the North Star"
  • Found in: Ordered via syndicate uplink, costs 8 telecrystals.
  • Used for: ATATATATATA
  • Strategy: Buy this if you want to punch people really quickly.
Description

A pair of gloves that lets you punch things extremely fast. You can even set a battlecry from your favorite Japanese anime! Does not work with weapons and hulk hands.


Holoparasites


Holoparasite injector kit
  • Found in: Ordered via syndicate uplink, costs 18 telecrystals.
  • Used for: ORAORAORAORAORA
  • Strategy: Has many strategic options depending on which type of Holoparasite you choose to summon.
Description

25+ players only
Contains a Holoparasite injector. When injected, it will attempt to summon a Ghost player to take on the role of a spirit-like entity living in your body, capable of using different powers to help you, decided by its type. If no ghost accepts the role, you can get a TC refund.

Powerfist


Power Fist
  • Found in: Ordered via syndicate uplink, costs 6 telecrystals.
  • Used for: break some bones (if this were Baystation).
  • Strategy: This weapon's main strength is throwing people away from you and/or into a fire, open airlock, electrified airlock, emagged gibber etc.
Description

This is a melee WEAPON (hold it in your hand) that can do moderate to really high brute damage. It is piston powered, and said piston is activated by gas coming from a gas tanks.
To mount a gas tank, simply click on the powerfist with the tank in your hand. The pressure valve can be adjusted with a wrench to the setting 1,2 and 3. To remove an empty tank, use a screwdriver on the powerfist.
Setting one has force 20 and launches people 1 tile away.
Setting two and three double and triple these values respectively, so 40/60 damage and 2/3 tiles thrown.
From a standard, filled tank of air one should expect 4 full punches on setting two and 3 on setting three.

Stechkin

Stechkin Pistol
Stechkin Pistol
  • Found in: Ordered via syndicate uplink, costs 7 telecrystals
  • Used for: Quick and concealable murder.
  • Strategy: Keep it hidden, it's possible to gain this gun by other means beyond being a traitor but the average Security Officer will assume it's Syndicate until proven otherwise.
Description

A small gun, fits into your pocket when not fitted with a suppressor. Has an 8-round magazine and is semi-automatic - meaning it'll eject bullet casings as it fires making evidence clean up harder. Does 30 brute damage on an unarmoured target but dumping the magazine will usually kill or crit all but the most well-prepared and/or armoured foes.
Can be fitted with a suppressor, which makes it a very lethal and effective weapon of murder. However, this increases the size to normal and will no longer fit in your pocket. Uses 10mm ammunition.

Revolver

.357 Revolver
.357 Revolver
  • Found in: Ordered via syndicate uplink, costs 13 telecrystals
  • Used for: Very quick and loud murder.
  • Strategy: Pew pew!
Description

It's a gun. Click on someone and you shoot at them. Does 60 brute damage per shot on an unarmoured target, considerably less on an armoured one. It's a very reliable weapon for a quick and bloody murder, as most people cannot react in time before being shot twice. Keep in mind that it makes a very loud and distinct noise.
This gun comes loaded with 7 rounds, more can be bought from your uplink or created with a hacked autolathe. The damage is high enough to quickly blow up a supermatter crystal. Uses .357 ammunition.


Toy Pistol with Riot Darts

Toy Gun with Riot Darts
Toy Gun with Riot Darts
  • Found in: Ordered via syndicate uplink, costs 3 telecrystals.
  • Used for: Hiding a stunning weapon in plain sight.
  • Strategy: This gun is identical to the normal toy guns, but it shoots stamina-damaging darts that can knock down.
Description

An innocent-looking toy pistol designed to fire foam darts. Comes loaded with riot-grade darts effective at incapacitating a target.

Stealthy and Inconspicuous Weapons

Dart Pistol


Dart Pistol
  • Found in: Ordered via syndicate uplink, costs 2 telecrystals.
  • Used for: Shooting chemicals. Useful with the Poison Kit.
  • Strategy: Use it as you would a normal syringe gun; the only difference is that it fits into a pocket.
Description

This pistol can load chemical-filled syringes and shoot them at people. Only fits one syringe at a time, but it can fit in pockets.

Dehydrated Space Carp

Dehydrated Space Carp
Dehydrated Space Carp
  • Found in: Ordered via syndicate uplink, costs 1 telecrystal.
  • Used for: Sudden carp invasions.
  • Strategy: Looks like a normal carp toy. If it comes in contact with water, however, it will create a full-sized space carp, aggressive to everyone nearby. If you use the plushie in hand before activating it, the carp won't attack you once spawned.
Description

Looks like a plush toy carp, but just add water and it becomes a real-life space carp! Activate in your hand before use so it knows not to kill you.

Energy Dagger


Energy Dagger
  • Found in: Ordered via syndicate uplink, costs 2 telecrystals.
  • Used for: Last resort combat.
  • Strategy: Shove it in your PDA. Don't bring it out until you need it, because everyone knows only syndicates have energy blades.
Description

It's a dagger that does 18 brute on hit, and 35 brute when thrown. It can be disguised and hidden as a pen. Keep it out of sight and then bring it out once you've got somebody on the ropes.
It's better than most weapons very cheap, so it's not a bad last resort. Unless people know you have it they're very unlikely to search your PDA pen slot.


Martial Arts Scroll

Martial Arts Scroll
Martial Arts Scroll
  • Found in: Ordered via syndicate uplink, costs 17 telecrystals.
  • Used for: Fighting ranged attackers, killing people with your fists.
  • Strategy: This scroll will teach you the Sleeping Carp style, making you immune to ranged attacks but also unable to use guns, while making your hits stronger.
Description


You must keep reading the scroll until you get a message saying you have mastered the ability. This will take some time and you will see several smaller flavor messages while reading. The Sleeping Carp style then lets you ignore all ranged attacks, whether energy or physical (but not thrown items). Dodging an attack this way will make a noticeable sound and message, which will alert everyone close of this skill, and thus of your traitor status.
You will also not be able to use any ranged weapon, as it would be dishonorable. Your punches do 10 to 15 brute, and your grabs will start as aggressive. You can also combo attacks by switching intents while hitting. Possible Combos:

  • Wrist Wrench: Disarm Disarm. Forces the opponent to drop the item in his hand. Stuns for 6 seconds. Does not work if target is stunned or paralyzed.
  • Back Kick: Harm Grab. The opponent must be facing away from you. Paralyzes for 8 seconds. Does not work if target is paralyzed.
  • Stomach Knee: Grab Harm. Knocks the wind out of the opponent and stuns for 4 seconds. Does not work if target is paralyzed.
  • Head Kick: Disarm Harm Harm. Decent damage, forces the opponent to drop the item in his hand. Stuns for 8 seconds. Does not work if target is paralyzed.
  • Elbow Drop: Harm Disarm Harm Disarm Harm. The opponent must be on the ground. Deals huge damage, and instantly kills anyone in critical condition.

Mini Energy Crossbow

Miniature Energy Crossbow
Miniature Energy Crossbow
  • Found in: Ordered via syndicate uplink, costs 10 telecrystals
  • Used for: Stunning people.
  • Strategy: No one sees any messages of who fired at who, but the target knows when they are shot. Use this weapon very carefully and covertly, but remember it is also very good when in a pitch because every hit is a knockdown.
Description

This weapon is not meant for killing, rather it is intended for stunning. Though this weapon does make a sound when fired, it is still very quiet, and can easily be concealed in your pocket.
Additionally this weapon does not provide any message that it has been fired. Strong when paired with an energy sword, as it cannot reliably kill anything by itself. It has no shot limit, but takes a while to charge each shot. Each shot deals 15 toxin damage, knocks down for 1 second, deals 60 stamina damage and blurs the vision of the target. It takes two hits to paralyze someone.

Boxed Origami Kit


Boxed Origami Kit
  • Found in: Ordered via syndicate uplink, costs 14 telecrystals
  • Used for: Folding paper airplanes.
  • Strategy: Lets you fold any paper into sharp paper airplanes to hit people in the eyes with.
Description

The box contains a book able teach you The Art of Origami, and 5 ordinary papers. Activate the book in hand to read it until you get the message "You feel like you've got a good handle on origami!". This will give you a new HUD icon. Click the HUD icon to toggle origami folding on. When on, any paper airplane you fold (by alt-clicking a paper) will turn into a deadly throwing weapon, which looks the same as an ordinary paper airplane. These planes will deal 20 brute damage on thrown hit and cause bleeding. Victums not wearing any eyewear it will also be paralyzed for 4 seconds plus and take eye damage. These planes will always hit people in the eyes, regardless of which body part you're aiming at.

Poison Kit


Poison Kit
  • Found in: Ordered via syndicate uplink, costs 6 telecrystals.
  • Used for: Murdering people silently.
  • Strategy: Inject these poisons into food, medicines, cryotubes, or just shoot them with a syringe gun.
Contents
Description

This kit contains a bottle each of Polonium, Venom, Fentanyl, Formaldehyde, Cyanide, Histamine, Initropidil, Pancuronium, Sodium Thiopental, Coniine, Curare and Amanitin, with a free syringe to inject them with.

Romerol


Romerol
  • Found in: Ordered via syndicate uplink, costs 25 telecrystals.
  • Used for: Creating a zombie infestation.
  • Strategy: Inject into food, medicines, cryotubes, or just shoot it with a syringe gun.
Contents
Description

Romerol adds a zombie infection organ to victims. When those victims die, they will revive as zombies who can infect other people. Because Romerol costs more than 20 telecrystals, at least two traitors will need to collaborate to buy it. It can be applied to corpses directly, allowing creation of zombies from corpses in the Morgue.

Sleepy Pen

"Pen"
"Pen"
  • Found in: Ordered via syndicate uplink, costs 4 telecrystals.
  • Used for: Disabling people, making people look dead.
  • Strategy: This item will paralyze people, so they cannot talk and will collapse after a short time. It will quickly wear off.
Description

This is a very devious little item. It is a refillable instant injector that looks like a pen. The pen can hold up to 45u reagents and starts with 20u Chloral Hydrate, 15u Mute-Toxin, and 10u Tirizene, which prevents people from talking and causing them to fall asleep after about 20 seconds at most. They can still see and hear everything around them, until they actually fall asleep. Does not penetrate hardsuits. The victim will feel a tiny prick but the stab will be invisible to others.
The default chemicals inside are completely non-lethal, so if you want to kill with it you need something else. Not available to Nuke Ops.


Universal Suppressor


Suppressor
  • Found in: Ordered via syndicate uplink, costs 3 telecrystals.
  • Used for: Silencing weapons.
  • Strategy: Attach it to your Stechkin, or to other ballistic weapons (that isn't a revolver or shotgun) to silence and remove the weapon's attack messages.
Description

A universal syndicate small-arms suppressor for maximum espionage. Can be attached to almost any non-revolver/shotgun firearm. Remove it by alt-clicking the firearm.

Ammunition

.357 Speedloader

.357 Speedloader
.357 Speedloader
  • Found in: Ordered via syndicate uplink, costs 4 telecrystals. Also made in hacked autolathes, costs 50,000 metal units.
  • Used for: Ammo for the Revolver.
  • Strategy: Order in conjunction with the revolver for extra killing potential. Or better yet completely ignore it and go for the hacked autolathe method instead.
Description

This is ammo for the Revolver. It gives the revolver 7 more shots. It can be used by clicking on an empty revolver while you hold the ammo in your active hand.
This can be made and recycled in a hacked autolathe for 50,000 metal units, and it is usually always a better idea to gain access to that over ordering these if it is an option.

10mm Handgun Magazine


10mm Handgun Magazine
  • Found in: Ordered via syndicate uplink, costs 1 telecrystals. Loose ammo boxes can be made in a hacked autolathe, costs 50,000 metal units.
  • Used for: Ammunition for the Stechkin.
  • Strategy: Order in conjunction with the stechkin for extra killing potential. Using on a stechkin already loaded with a magazine will do a tacticool reload, replacing the old magazine with it and dropping the old magazine under your feet. Can be handloaded from a loose ammo box.
Description

This is ammo for the Stechkin. It gives the stechkin a full clip. It can be used by either using a stechkin in hand to remove the old magazine and loading it in, or using directly for a tactical reload.
Loose ammo boxes can be made in a hacked autolathe for 50,000 metal units, it is ill-advised to order any more handgun magazines as it's more economical to simply handload empty magazines.

10mm Armour Piercing Magazine


10mm Armour Piercing Magazine
  • Found in: Ordered via syndicate uplink, costs 2 telecrystals.
  • Used for: Armour piercing ammunition for the Stechkin.
  • Strategy: Order this when you want to kill someone armoured like security staff.
Description

An additional 8-round 10mm magazine; compatible with the Stechkin Pistol. These rounds are less effective at injuring the target but penetrate protective gear.

10mm Incendiary Magazine


10mm Incendiary Magazine
  • Found in: Ordered via syndicate uplink, costs 2 telecrystals.
  • Used for: Ammunition for the Stechkin which sets the target on fire.
  • Strategy: Order this when you want to see someone burn.
Description

An additional 8-round 10mm magazine; compatible with the Stechkin Pistol. Loaded with incendiary rounds which ignite the target.

10mm Hollow Point Magazine


10mm Hollow Point Magazine
  • Found in: Ordered via syndicate uplink, costs 3 telecrystals.
  • Used for: Ammunition for the Stechkin which deals more damage against unarmoured targets.
  • Strategy: Order this when you want to kill someone who is likely unarmoured.
Description

An additional 8-round 10mm magazine; compatible with the Stechkin Pistol. These rounds are more damaging but ineffective against armour.

Box of Riot Darts


Ammo-riot darts
  • Found in: Ordered via syndicate uplink, costs 2 telecrystals.
  • Used for: Ammo for the foam force Toy Handgun.
  • Strategy: Order as extra ammo for the toy gun. Generally not a good idea as riot darts themselves are re-usable.
Description

This is ammo for the Toy Gun. Buy this if you cannot get it from an autolathe, or reuse the ones you shot.


Grenades and Explosives

Composition C-4


C-4
  • Found in: Ordered via syndicate uplink, costs 1 telecrystal.
  • Used for: Blowing stuff up.
  • Strategy: Stick it on things that need to blow up.
Description

This pack of explosives can detonate and destroy almost anything it is placed on, after any chosen amount of seconds (the shortest being 10). C4 takes 3 seconds to set up, and requires you to be un-interrupted.
You can also attach a signaler to detonate instantly, among other things. Can be directly placed on mobs, but will only deal around 50 damage and not gib.

Bag of C-4 Explosives


Bag of C-4 Explosives
  • Found in: Ordered via syndicate uplink, costs 8 telecrystals. (20% discount)
  • Used for: Blowing lots of stuff up.
  • Strategy: Stick it on things that need to blow up.
Description

Contains 10 C4 charges in a handy dufflebag, to use however you want. Activate in hand to set a timer. The timer will then start when you place the C4 on something. Placing C4 takes a few seconds (progress bar).

Bag of X-4 Explosives


Bag of X-4 Explosives
  • Found in: Ordered via syndicate uplink, costs 4 telecrystals.
  • Used for: Blowing stuff up.
  • Strategy: Stick it on things that need to blow up.
Description

Contains 3 X4 charges in a handy dufflebag, to use however you want. X4 is a more powerful version of C4, and will also deal damage in a cone behind the target.

EMP Kit


EMP Kit
  • Found in: Ordered via syndicate uplink, costs 2 telecrystals.
  • Used for: The disabling of technology, such as cameras, radios, etc.
  • Strategy: Best used aggressively against technology, such as destroying an AI. If you wish to opt for a more stealthy approach, the Cryptographic Sequencer and EMP Flashlight are usually better. Note that EMP grenades are the pretty much the only reliable way to stop an approaching cyborg from afar as a traitor, unless you have access to an Ion rifle.
Contents
Description

x6

These are weapons used for disabling electronics like the AI's cameras. They can also be used to silence those pesky pAIs for a few minutes. That or flat out kill them while you home in for the kill. Click on the Grenade to activate it and then throw it like normal grenades.
The implanter functions the same, but after implanting it into yourself, it can be activated three times using the action button. Other uses include draining the batteries of APCs, completely draining the batteries of sec equipment like stun batons and tasers, shocking/opening nearby doors and blinding those who wear thermals caught in the emp range.
If you EMP a group of sec officers before a fight, they'll be completely disarmed of their firearms, and any electronic weaponry aside from Flashbangs. They also stun cyborgs for a good deal of time.

Detomatix PDA Cartridge


Detomatix Cartridge
  • Found in: Ordered via syndicate uplink, costs 6 telecrystals.
  • Used for: Making other's PDAs explode.
  • Strategy: Use this to hurt your target from afar, or wait until you can see them, detonate their PDA, and then quickly kill them.
Description

A cartridge for your PDA. When inserted, it will allow you to use the missile program to attempt to remotely detonate other people's PDAs in a kind of weak explosion (Still powerful enough to knock out people and destroy the victim's ID, though).
Your target PDA will need the messenger function turned on in order to attempt this, and you need to scan for other PDAs, then import the list. Despite this it is a decent way of sowing panic aboard the station, or softening up a target for an assassination attempt.
Comes with 4 charges. It also has a bomb program that when run causes the PDA to self destruct. Useful against gullible targets, or turning PDAs into hand grenades.
For syndicates, this cartridge has the blast door toggle function for the syndicate shuttle as well, allowing you to open the door when the person with the military PDA has died horribly.

Pizza Bomb


Pizza Bomb
  • Found in: Ordered via syndicate uplink, costs 6 telecrystals.
  • Used for: Tasty bomb delivery.
  • Strategy: This pizza box contains a bomb inside, a bit stronger than a Syndicate Minibomb. To arm it, open the box, using the other hand take out the pizza, drop the pizza, use the box again with your empty hand to set the timer, put the pizza back in, close it. The next person to open it will trigger the bomb!
Description

A pizza box with a bomb cunningly attached to the lid. The timer needs to be set by opening the box; afterwards, opening the box again will trigger the detonation after the timer has elapsed. Comes with free pizza, for you or your target!

Slipocalypse Clusterbang


Slipocalypse Clusterbang
  • Found in: Ordered via syndicate uplink, costs 3 telecrystals.
  • Used for: Making a large area slippery with soap.
  • Strategy: Once used, it will split into several grenades, which in turn will spawn a bar of Syndicate Soap each.
Description

A traditional clusterbang grenade with a payload consisting entirely of Syndicate soap. Useful in any scenario!

Syndicate Bomb


Syndicate Bomb
  • Found in: Ordered via syndicate uplink, costs 11 telecrystals.
  • Used for: Making really big holes.
  • Strategy: Place somewhere safe, activate, and run. Make sure nobody defuses it. Protip: You can remove the payload (screwdriver, cut all wires, crowbar it out) and detonate it with C4 for a quick bang.
Description

The Syndicate Bomb has an adjustable timer with a minimum setting of 90 seconds. Ordering the bomb sends you a small beacon, which will teleport the explosive to your location when you activate it. You can wrench the bomb down to prevent removal.
The crew may defuse the bomb by opening up the wiring and messing with it, however this has a chance of backfiring and causing the bomb to explode instantly. This can be used to your advantage by figuring out the detonation wire and adding a signaler so you can control when the bomb will go off.
When the bomb explodes, it creates a huge explosion, which punches holes in the station and destroys the surrounding area. Flames burst everywhere, but they extinguish almost immediately, most likely due to exposure to space.
Despite their cost, an expertly made tank bomb can still outdo the explosion caused by these.

Syndicate Minibomb


Syndicate Minibomb
  • Found in: Ordered via syndicate uplink, costs 6 telecrystals.
  • Used for: Blowing shit up, making holes in the station.
  • Strategy: Cook the grenade in your hand (for no longer than at most two seconds) and throw it at someone when they least expect it. Use it on crowds or downed targets.
Description

The Minibomb is a grenade with a five-second fuse. It will cause a small explosion, but that explosion will still create holes to space. It can usually outright kill or even gib an unarmored target. Those wearing armor may survive. A messier and more costly alternative to using an IED on a corpse.


Stealth and Camouflage Items

Chameleon Kit


Chameleon Kit
  • Found in: Ordered via syndicate uplink, costs 2 telecrystals.
  • Used for: A complete kit of clothing (jumpsuit, vest, shoes, gloves, mask, hat, PDA, gun, stamp and headset) capable of changing color and shape. Lightly armored.
  • Strategy: Very useful for traitors who want to try a stealthy approach by disguising as a bunch of crewmembers.
Description

Each part of the disguise kit gives a HUD button in the top-left corner to individually change each part. The shoes in this kit do not prevent slipping.
The mask has a built-in voice changer that can be toggled on/off by using it in hand, and will match your voice with your currently equipped ID (great in combination with the Agent ID!). Extremely useful for infiltration.

No-Slip Chameleon Shoes


No-Slip Chameleon Shoes
  • Found in: Ordered via syndicate uplink, costs 2 telecrystals.
  • Used for: Not slipping.
  • Strategy: These can be bought separately from the chameleon kit if you don't need the rest.
Description

20+ players only
Similar to the Chameleon Kit these shoes have an action button to change shape, but unlike the chameleon shoes they also protect you from slips.

Agent ID Card

Agent Identification Card
Agent Identification Card
  • Found in: Ordered via syndicate uplink, costs 2 telecrystals.
  • Used for: Concealing your identity and avoiding security/the AI.
  • Strategy: Copy someone's name and access while being near invisible to the AI and security bots. Use in conjunction with a Chameleon Kit or at least a mask.
Description

This is a special ID card with multiple uses:

  • The AI's camera eye can no longer track/jump to you and instead has to manually follow you.
  • Having an agent card in your ID slot will reduce security bots' threat assessment level by 2. This makes them ignore most offenses and even arrest warrants as long as you don't stack more than one offense.
  • You can forge the card's name, assignment, account ID, and look. This works in combination with the chameleon kit's voice changer!
  • Agent IDs copy the access of other ID cards they're used on. Lots of fun at the HoPline. Basic access is Maintenance and Syndicate.
  • Forging for the first time will automatically assign your account ID to it.

Chameleon Projector


Chameleon Projector
  • Found in: Ordered via syndicate uplink, costs 7 telecrystals.
  • Used for: Hiding as an item on the station.
  • Strategy: Scan an item nobody cares about (it defaults as a cigarette butt) and hide as that item when in a chase, just make sure people don't pick you up. Move only when nobody's looking.
Description

Allows you to scan any item that can be picked up and then disguise yourself as that item. While disguised you move at walk speed and cannot interact with anything you're not already holding, and if someone tries to pick you up the disguise fails and you change back to normal.
Incredibly useful, and a lot of fun, if you use it correctly. You cannot be detected by the AI when it is active.
Currently an extremely powerful item as in order to shoot and actually hit you, security must click on the item you disguised as, not the tile you're on or past that. This makes disguising as a cigarette butt very useful for making them waste all their shots.

Camera Bug


Camera Bug
  • Found in: Ordered via syndicate uplink, costs 1 telecrystal.
  • Used for: Spying through cameras.
  • Strategy: Can be used to know when people are in a certain area so you know when to detonate a bomb, or sneak through and steal something, or murder someone. Can also be used to remotely disable many cameras at the same time.
Description

Has been bugged since 2018, and usually only gives a blank window.
When activated in your hand, you will see a list of all active cameras on the station, for you to use to spy on people or areas as you please. You do not need to use the Camera Bug on cameras to be able to remotely view them. It can also track people. The Camera Bug used to be upgradable, but now has network, tracking, and sabotage upgrades by default and can not be further upgraded. Use the Camera Bug on a camera to bug it. Bugging a camera will allow you to remotely disable that camera through the 'tracking menu'.

Smuggler's Satchel


Smuggler's Satchel
  • Found in: Ordered via syndicate uplink, costs 2 telecrystals.
  • Used for: Hiding items under floortiles.
  • Strategy: Use it to stash contraband or bombs under the crew's feet.
Description

This satchel is made to fit under floortiles, and contains already a crowbar and floortile to hide it with. It can also fit in a back pack, making it an exceptional item for storage since it can hold normal sized items.
Satchel contents no longer persist between rounds, blame the guys who gave themselves traitor and wizard items every other round.

Stimpack


Stimpack
  • Found in: Ordered via syndicate uplink, costs 5 telecrystals.
  • Used for: Speed and reducing stuns for a long time.
  • Strategy: Use it on yourself before a fight with security.
Description

This stimulant medipen comes loaded with 50u Stimulants, which will heavily increase your run speed, reduce stuns and give a small heal over time.

Syndicate Soap


"Soap"
  • Found in: Ordered via syndicate uplink, costs 1 telecrystal.
  • Used for: Cleaning things, and slipping people on it.
  • Strategy: Can be used for a quick clean up if you lack space cleaner, so you're not covered in blood, or it can be used like a banana peel.
Description

It's a bar of evil looking soap. It can clean up a blood off the ground or on your clothes by using it on them. Also slips people for a moment. Useful with an energy sword. In addition, it cleans things much faster than normal soap, making it handy for a quick cleanup.

Mulligan

Mulligan
Mulligan
  • Found in: Ordered via syndicate uplink, costs 4 telecrystals.
  • Used for: Changing identity.
  • Strategy: Use it on yourself and find new clothes.
Description

This syringe comes loaded with a Mulligan Toxin that will randomize your appearance and identity, permanently.

EMP Flashlight

Flashlight
Flashlight
  • Found in: Ordered via syndicate uplink, costs 4 telecrystals.
  • Used for: Disabling technology, such as cameras, radios, doors, cyborgs, etc. Can also be used to unlock lockers.
  • Strategy: Best used stealthily against technology. For the traitor who prefers a more delicate touch.
Description

Behaves in almost an exactly similar way to the EMP kit's grenades/implant but is rechargeable, disguised, and localized. It functions exactly like a regular flashlight except when you hit something with the flashlight, the item will act as if it was hit with an EMP.
Hitting a person with it will disable their headset and any energy based weaponry they possess, while hitting a cyborg will damage and stun it. Using it on doors may either open or electrify them. The flashlight constantly recharges, but only has around 4 uses before it needs to recharge.

Adaptive Cardboard Cutouts


Adaptive Cardboard Cutouts
  • Found in: Ordered via syndicate uplink, costs 1 telecrystal.
  • Used for: Making the crew believe in a nonexistant threat.
  • Strategy: Place them somewhere, and disguise them as anything.
Description

This box contains three cardboard cutouts and a crayon to color them with. Unlike normal cardboard cutouts, they have no distinctive yellow tint, which makes them good for fooling gullible crew or an AI.

Decoy Nuclear Authentication Disk

Nuclear Authentication Disk
Nuclear Authentication Disk
  • Found in: Ordered via syndicate uplink, costs 1 telecrystal.
  • Used for: Fooling the crew into thinking that the nuclear authentication disk is safe.
  • Strategy: Leave it in the Captains Quarters and hope he doesn't examine it.
Description

It's just a normal disk. Visually it's identical to the real deal, and only the Captain or nuclear operatives can identify it.
Regular crew will find out by looking at the pinpointer or trying to put it in the nuke.
Don't try to give this to us the Syndicate to complete your objective, they know better!

Space Suits and MOD suits

Syndicate Space Suit


Syndicate Space Suit
  • Found in: Ordered via syndicate uplink, costs 4 telecrystals.
  • Used for: Surviving space.
  • Strategy: Wear it while going in space, store it in your backpack when you're done.
Description

A special syndicate space suit that fits in backpacks, slows you less, and has a weapon slot. The color will be suspicious to the crew, however.
Resistances: melee = 40, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30, fire = 80, acid = 85.

Syndicate MOD

Syndicate Hardsuit (Blood-red Hardsuit)
Syndicate Hardsuit (Blood-red Hardsuit)
  • Found in: Ordered via syndicate uplink, costs 6 telecrystals.
  • Used for: Surviving space, tactical armor.
  • Strategy: Wear it while going in space, store it in your backpack when you're done.
Description

The feared suit of a syndicate nuclear agent. It features an internal jetpack that draws from internals, a special combat mode that is not spaceworthy but won't slow down movement, and fairly resistant armor, all while fitting in backpacks.
Resistances: melee = 40, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50, fire = 50, acid = 90.

Devices and Tools

Cryptographic Sequencer

Cryptographic Sequencer
Cryptographic Sequencer
  • Found in: Ordered via syndicate uplink, costs 3 telecrystals.
  • Used for: Gaining entrance to restricted lockers, unlocking hidden features in machinery, bending cyborgs to your will.
  • Strategy: Use this to open a whole lot. Causes sparks in the process and you will leave a trail of broken lockers ad hacked equipment
Description

Also called an Emag (electromagnetic card), it allows you to quite literally open anything (and break it in the process) and can alter many many things on the station.
Also has several special functions, as it can hack cyborgs to serve you, cause multiple electronic devices to malfunction and become deadly, and can really ruin an engineer's day. Emagging something is different from Hacking something.

See here for further info about what things can be hacked/opened by swiping them with an Emag.

Fully Loaded Toolbox

"Suspicious Looking Toolbox"
"Suspicious Looking Toolbox"
  • Found in: Ordered via syndicate uplink, costs 1 telecrystal. There's also a couple found on the derelict space station.
  • Used for: Obtaining tools and combat gloves.
  • Strategy: Useful in a pinch if the AI has bolted you in somewhere and you have no other way to escape.
Contents
Description


It's a suspicious looking toolbox, filled with ordinary tools. Except instead of an analyzer, it comes with a multitool and combat gloves. It's also slightly more robust than a regular toolbox.

Hypnotic Flash

"Flash"
"Flash"
  • Found in: Ordered via syndicate uplink, costs 7 telecrystals.
  • Used for: Hypnotizing people into following absurd orders.
  • Strategy: This flash is capable of inflicting the Hypnotic Stupor on vulnerable people.
    As soon as they've been flashed, they will be hypnotized by the first sentence they hear and gain an obsessive compulsion to obey it.
Description

To be considered vulnerable, a player must not be implanted with a Mindshield Implant and either be hallucinating, sleeping, at extremely low sanity or suffering from the Dumbness trauma. Will trigger confusion, dizziness, drowzyness and pacify on both untargeted (use in hand) and targeted (click on sprite) flash, but needs targeted flash to hypnotize.

Syndicate Surgery Duffelbag


Syndicate Surgery Duffelbag
  • Found in: Ordered via syndicate uplink, costs 3 telecrystals.
  • Used for: Surgery.
  • Strategy: Use it to perform any kind of surgical crime.
Contents
Description



Contains all the possible tools for surgery; in addition, the MMI inside will automatically Emag any cyborg it's inserted in.

Chest Rig


Chest Rig
  • Found in: Ordered via syndicate uplink, costs 1 telecrystal.
  • Used for: Storing combat equipment.
  • Strategy: Use it to store many weapons when you intend to go loud.
Description

A robust seven-slot set of webbing that is capable of holding all manner of tactical equipment.

Syndicate Tome

Syndicate Tome
Syndicate Tome
  • Found in: Ordered via syndicate uplink, costs 5 telecrystals.
  • Used for: Healing and harming.
  • Strategy: Use it to heal other traitors you've teamed up with.
Description

A copy of the chaplain's bible that's usable by you. Won't bless water or rooms though.

Thermal Imaging Glasses


Thermal Imaging Glasses
  • Found in: Ordered via syndicate uplink, costs 4 telecrystals.
  • Used for: Seeing people, creatures, and synthetics through walls.
  • Strategy: Used for tracking your targets and spotting threats or security ambushes.
Description

When worn, this item allows you to see any human, alien, cyborg, and even AIs through walls. Can be disguised as any kind of glasses. Wearing this leaves you very vulnerable to flashes, flashbangs, and EMP. Using a welding tool with this on may cause you to go blind.

Binary Translator Key


Binary Translator Key
  • Found in: Ordered via syndicate uplink, costs 5 telecrystals.
  • Used for: Communicating with the AI and Cyborgs.
  • Strategy: Eavesdropping on the AI's conversation with its cyborgs. Communicate with the AI after you've subverted it.
Description

Needs to be attached to your headset before it can be used. Use a screwdriver to remove the keys already in your headset, and place the ones you want back in. This tool will allow you to access, and speak, on the robotic talk channels. Keep in mind, this will alert the AI, and all cyborgs that you are a syndicate agent if you speak on their channel.
Very handy for hearing if the AI is rogue, is out to arrest you, or even if there are any other traitors out there. Speak on the channel with a :b before your text. These are easy to disguise, but nearby humans will be able to hear you whispering so keep this in mind when you talk (as you will get found out).

Syndicate Encryption Key


Syndicate Encryption Key
  • Found in: Ordered via syndicate uplink, costs 2 telecrystals.
  • Used for: Listening in on all of the station's radio chatter and communicating with other traitors that have purchased it.
  • Strategy: Eavesdrop on security. Communicate with other traitors for cooperative goodness.
Description

Needs to be attached to your headset before it can be used. Use a screwdriver to remove the keys already in your headset, and place the ones you want back in.
This tool will allow you to listen in on all of the station department's radio channels and speak on a hidden Syndicate channel with other traitors that are using the key. Speak on the channel with a :t before your text.

Artificial Intelligence Detector

"Multitool"
"Multitool"
  • Found in: Ordered via syndicate uplink, costs 1 telecrystal.
  • Used for: Knowing when the AI is watching you. Checking camera coverage and possible multicams.
  • Strategy: Keep this in a pocket or an open toolbelt and watch it when you intend to do something suspicious, to ensure the AI isn't looking.
Description

A functional multitool that turns red when it detects an artificial intelligence watching it or its holder. While the AI is watching or tracking you, the green center light will appear as red. If it is close but not seeing you yet, it'll be yellow.
Knowing when an artificial intelligence is watching you is useful for knowing when to maintain cover, such as before murdering someone or breaking in somewhere.
Recently, this item has gained the ability to show an overlay that lets you see camera coverage and the real-time location of AI camera eyes.

Hacked AI Upload Module

Hacked AI Law Upload Module
Hacked AI Law Upload Module
  • Found in: Ordered via syndicate uplink, costs 9 telecrystals.
  • Used for: Changing the AI's laws to what you want.
  • Strategy: Break into AI Upload to upload, or steal the AI Upload circuit from Tech Storage. The more competent the AI is, the more useful this will be.
Description

This is a more powerful version of the Freeform AI Module. It allows you to upload Hacked laws onto the AI from any AI Upload Console. Unlike Freeform, the name of the person who uploaded it is not revealed to the AI.
The hacked Laws act like Ion Storm Laws and will precede the numbered laws in priority, automatically overriding all other laws should they conflict. Make sure you pay attention to the wording of your new Law as most AIs would love to use any loophole they can find to kill you.


Power Sink


Power Sink
  • Found in: Ordered via syndicate uplink, costs 10 telecrystals.
  • Used for: Sucks up all the station power, causing a black-out.
  • Strategy: This will suck up all the station's power very quickly. Use it on the main station's power grid to suck it. Don't place it on solars, as it will only suck out the solar's power.
Description

This bad boy is a station engineers and AI's worst enemy. When bought, this thing is useless, but when the power sink comes in contact with exposed wires out in space or on the station it starts to drain the power at a RAPID rate.
You must screw it into place on a wire with a screwdriver, then turn it on. But as easy as it was set down, any one can pick it right back up! Make sure to put it somewhere secure, but also make sure that it is attached to the main station power. Once it has drained enough power, it explodes violently with a devastation range of 4 tiles, and a heavy_impact_range of 8 tiles!

Power Beacon


"Ominous Beacon"
  • Found in: Ordered via syndicate uplink, costs 10 telecrystals.
  • Used for: Attracting a loose singularity/tesla towards the beacon at a brisk leisurly pace. Barely seen anymore since the introduction of the Supermatter engine.
  • Strategy: Set it up in a secluded location, then release the singularity. Excellent for forcing a shuttle call and succeeding in escape alone objectives.
Description

Placed like a powersink, screwdriver to secure it on an exposed wire node (at least 15,000 watts) and use an open hand to turn it on; the singularity beacon will attract the singularity/tesla towards it, if it is loose.
Note that for it to be useful at all the singularity/tesla does need to be released, as the beacon will not release it by itself.
A singularity beacon can not be picked up after it is spawned, and must be dragged around. It also blocks movement over it, so be sure to spawn it where you want to set the beacon up.

Briefcase Launchpad


Briefcase Launchpad
  • Found in: Ordered via syndicate uplink, costs 6 telecrystals.
  • Used for: Breaking into secure areas, theft, kidnapping, teleporting bombs.
  • Strategy: Set it up near a wall to a secure area, teleport over it, teleport back.
Description

A briefcase containing a miniature launchpad, able to teleport objects and mobs up to 8 tiles away and back in any direction. It's controlled via a remote disguised as a folder, allowing the user to use it in reverse when escaping.

To link the briefcase with the remote, simply hit it with the remote. To set it up, use the briefcase in hand. To pick it up once you're done, click and drag the briefcase and drop it to your character's sprite.

Radioactive Microlaser

'Health Analyzer'
'Health Analyzer'
  • Found in: Ordered via syndicate uplink, costs 3 telecrystals.
  • Used for: Stealthily irradiating people.
  • Strategy: Use it on someone, wait for the radiations to kick in and knock them out.
Description

A radioactive microlaser disguised as a standard Nanotrasen health analyzer. When used, it emits a powerful burst of radiation, which, after a short delay, can incapacitate all but the most protected of humanoids.
It has two settings: intensity, which controls the power of the radiation, and wavelength, which controls how long the radiation delay is.

Radio Jammer


Radio Jammer
  • Found in: Ordered via syndicate uplink, costs 5 telecrystals.
  • Used for: Disrupting any nearby outgoing radio communication.
  • Strategy: Activate it before killing someone so they can't scream over radio.
Description

This device will block any nearby outgoing radio communication when activated. Activate it and put it in your pocket or backpack.

Codespeak Manual


Codespeak Manual
  • Found in: Ordered via syndicate uplink, costs 3 telecrystals.
  • Used for: Learning Codespeak, the language of the Syndicate. Now has unlimited uses.
  • Strategy: Read it or hit fellow Syndicate agents with it. Useful in case crew gains access to the Syndicate comms channel.
Description

Syndicate agents can be trained to use a series of codewords to convey complex information, which sounds like random concepts and drinks to anyone listening.
This manual teaches you, or anyone hit by it Codespeak. Unlimited uses. Use ,t before saying something to speak in Codespeak.

F.R.A.M.E. PDA Cartridge


F.R.A.M.E Cartridge
  • Found in: Ordered via syndicate uplink, costs 4 telecrystals.
  • Used for: Making someone elses PDA a fake Syndicate Uplink.
  • Strategy: Use it to frame someone as a traitor or to send them Telecrystals.
Description

It has five charges, and upon using a charge, it will unlock the target's PDA to a Syndicate Uplink with zero TC. You will also receive the code needed to unlock the PDA.
You may also apply TC directly to the cartridge, and the next time it is used, it will not only unlock the PDA, but also give the crystals to the target PDA.

Protocol CRAB-17 Phone


Protocol CRAB-17 Phone (The suspicious phone)
  • Found in: Ordered via syndicate uplink, costs 7 telecrystals. Only 1 in stock.
  • Used for: Draining crew funds.
  • Strategy: Use it to force the crew to convert their money into cash or rush a spacecoin market.
Description

This device lets you launch another device that drains the funds of all crewmembers to your bank account. When used, the phone will start draining the crew's funds and spawn a moving spacecoin market in a random location, that each crewmember have to use for a few seconds to stop the draining.

Implants

Adrenal Implant

Adrenal Implant
Adrenal Implant
  • Found in: Ordered via syndicate uplink, costs 8 telecrystals.
  • Used for: Removing stuns, healing.
  • Strategy: Surprise arresting officers by popping right back up after being tased. Proceed to murder shocked arresting officers.
Description

25+ players only
An implant injected into the body, and later activated with an emote to inject a chemical cocktail with a mild healing effect and a removal of all stuns. Using it after being stunned will immediately bring you back to your feet. Has 3 uses.

Freedom Implant

Freedom Implant
Freedom Implant
  • Found in: Ordered via syndicate uplink, costs 5 telecrystals.
  • Used for: Escaping an arrest.
  • Strategy: Instantly uncuffing yourself so you can make your escape/kill the arresting officer.
Description

If you inject yourself with the implanter inside, you can instantly get out of Handcuffs 4 times. This can be quite useful for a traitor, but it's nigh useless for the syndicate during nuke operations because most people just kill them on sight.
Be wary that if security figure out you can break out of handcuffs, they'll typically opt to execute you instead of arresting you.

Storage Implant

Storage Implant
Storage Implant
  • Found in: Ordered via syndicate uplink, costs 8 telecrystals.
  • Used for: Storing suspicious items.
  • Strategy: Use it to keep contraband, so it can't be discovered by a random search.
Description

If you inject yourself with the implanter inside, you'll gain an action button that reveals a two item storage space, that can't be detected without Surgery.

Radio Implant

Internal Syndicate Radio Implant
Internal Syndicate Radio Implant
  • Found in: Ordered via syndicate uplink, costs 4 telecrystals.
  • Used for: Covert communication.
  • Strategy: Chat with fellow syndicate members even after having your headset removed.
Description

This implants you with a hidden radio that can access the common and syndicate channels. Similar to a station-bounced radio, you can disable it to avoid suspicion.
EMP-proof, but can't be modified with encryption keys.

Stealth Implant


Stealth Implant
  • Found in: Ordered via syndicate uplink, costs 8 telecrystals.
  • Used for: Cardboard powered stealth action.
  • Strategy: Sneak around the station inside an invisible cardboard box.
Description

This implant allows you to deploy inside a box that promptly turns invisible. If the box collides with a living being or vice versa, it will be temporarily revealed, pushing against the box will continue revealing it.

Storage Implant

Storage Implant
Storage Implant
  • Found in: Ordered via syndicate uplink, costs 8 telecrystals.
  • Used for: Hiding items from security.
  • Strategy: Break out of brig any time.
Description

An implant injected into the body, and later activated at the user's will. It will open a small bluespace pocket capable of storing two regular-sized items.

Uplink Implant

Uplink Implant
Uplink Implant
  • Found in: Ordered via syndicate uplink, costs 14 telecrystals.
  • Used for: Spawning syndicate items without using your hands or PDA. Contains 10 telecrystals.
  • Strategy: Useful if you want to try completing your objective without any syndicate items. Use it in the case you get Permabrigged.
Description

Injecting yourself with this will allow you to bring up a syndicate uplink menu by using a custom emote at any time. It comes with 10 telecrystals.
If case you get captured, this is a get out of jail free card.

Role Restricted

Reverse Revolver

Reverse Revolver
Reverse Revolver
  • Found in: Ordered via syndicate uplink, costs 14 telecrystals. Only available to the Clown.
  • Used for: Shooting people or tricking them into killing themselves.
  • Strategy: shoot at people with it, have people shoot at you with it!
Description

This revolver with a special pin can only be shot straight by clumsy people. Everyone else who tries to fire it will instead shoot themselves in the face.
People can prove hard to convince it's the real deal, especially metagamers that see a clown with a gun and know what's up. Advanced pranking would involve other traitors' revolvers.

Clown Bomb


Clown Bomb
  • Found in: Ordered via syndicate uplink, costs 15 telecrystals. Only available to the Clown.
  • Used for: Mass pranking.
  • Strategy: Place this in a department that REALLY needs to cheer up.
Description

You know what's the only thing worse than a bomb?
A bomb that releases fifty clowns. It even honks instead of beeping.

Reverse Bear Trap


Reverse Bear Trap
  • Found in: Ordered via syndicate uplink, costs 5 telecrystals. Only available to the Clown.
  • Used for: Executing someone in a very spectacular, gruesome fashion.
  • Strategy: Attack someone with it and keep them still for 3 seconds.
Description

An ingenious execution device worn on (or forced onto) the head. Arming it starts a 1-minute kitchen timer mounted on the bear trap. When it goes off, the trap's jaws will violently open, instantly killing anyone wearing it by tearing their jaws in half.
To arm, attack someone with it while they're not wearing headgear, and you will force it onto their head after three seconds uninterrupted.
The victim can attempt to disarm it. Each disarm attempt makes them a little more likely to succeed.

Australicus Slime Mutator

Australicus Slime Mutator
Australicus Slime Mutator
Description

Requires knowledge in xenobiology to use properly. Buying this gives you a syringe containing 1u Spider Extract. When this substance is injected into an unused gold slime extract it spawns three non-hostile and non-sentient broodmother spiders. These won't cause any havoc unless you manage to make them sentient, which can be done with a sentience potion made from light pink extracts (not included).

Clown Car


Clown Car
  • Found in: Ordered via syndicate uplink, costs 20 telecrystals. Only available to the Clown.
  • Used for: High-octane multi-seat pranking action.
  • Strategy: Run people over, stuff them in your trunk. Henk!
Description

The clown car lets you run people over and stuff them inside your trunk. They're unable to escape unless you crash into a wall, which will fling you and any passengers outside!
Comes with a horn, a button to release all passengers and a lube-defense mechanism(tm) which has a 1/3 chance to drop some lube if someone decides to shoot at your sweet ride.
Only clowns can drive this.

EZ clean bundle

EZ clean bundle
EZ clean bundle
  • Found in: Ordered via syndicate uplink, costs 6 telecrystals. Only available to the Janitor.
  • Used for: Cleaning every "stain" with maximum prejudice.
  • Strategy: It still cleans and looks like a normal cleaning grenade, so you have a bit of headstart when throwing it in the middle of a crowded, dirty hallway. They will notice very soon though.
Description

This bundle of 3 illegal cleaning grenades from Waffle Co. have a generous serving of trademark reagent "ez clean", guaranteed to strip away any organic stain. Highly effective in littered, dirty, crowded hallways.

His Grace


His Grace
  • Found in: Ordered via syndicate uplink, costs 20 telecrystals. Only available to the Chaplain.
  • Used for: Caedite eos. Novit enim Dominus qui sunt eius.
  • Strategy: The counter resets with each body consumed, and with it the benefits. Try to build corpse stockpiles to minimize the risks of maximum buffs. The hunger also grows faster with each body consumed.
Description

His Grace is a powerful entity that can grant enormous powers in exchange for sacrifices. Spawned dormant use it inhand to activate it. Once activated and soulbound to the player, the hunger starts. As His Grace grows hungrier, it grants its wielder various buffs.
It starts peckish, giving just a moderate damage buff.
Then he hungers, giving some damage and healing when held, and will devour any that come near him if he is resting on the ground.
More hunger leads to him being famished, at which point the damage and healing start to become considerable, but he will not let go of your hand anymore at this point. GET-FOOD.
STARVING: NOW YOU DID IT. You are basically a hulk with a ridiculous healing buff; I hope you read this guide in advance, because you have about ten seconds to live befor- DEATH: you are dead. The hunger was too much, so His Grace has worked his way up your arm and popped your head in his jaws like a ripe grape.
At this point the counter resets, his grace rests on the ground one last time and if no assistants gets too close, becomes dormant again from the hunger. Bodies can be retrieved from his jaws, and changelings can revive and crawl out.
ASCENSION: If His Grace eats 25 people, it will turn a golden color, gain extra force and will never go back to sleep. It will always stay at its current hunger level.

Haunted Magic Eightball


Haunted Magic Eightball
  • Found in: Ordered via syndicate uplink, costs 2 telecrystals. Only available to the Curator.
  • Used for: Communicating with Ghosts.
  • Strategy: Help your decision making by asking ghost players "yes or no" questions.
Description

Just like the toy version, this eightball has a pool of twenty answers. The toy version just picks them randomly, while this haunted version polls all the ghosts and then picks the most popular answer selected by them. To use, it must be shaken for 15 seconds after you've spoken your question aloud, and then has a 3 minute cooldown between uses. Haunted and toy eightballs are indistinguishable except in the quality of their answers. Ghosts are fickle things and it's uncertain wether they will help you or not. Has a limited stock of 1 item.

The twenty possible answers are the following:
"It is certain", "It is decidedly so", "Without a doubt", "Yes definitely", "You may rely on it", "As I see it, yes", "Most likely", "Outlook good", "Yes", "Signs point to yes", "Reply hazy try again", "Ask again later", "Better not tell you now", "Cannot predict now", "Concentrate and ask again", "Don't count on it", "My reply is no", "My sources say no", "Outlook not so good" and "Very doubtful".

Ancient Jumpsuit


Ancient Jumpsuit
  • Found in: Ordered via syndicate uplink, costs 20 telecrystals. Only available to Assistants.
  • Used for: Show you are a seasoned greytider.
  • Strategy: None.
Description

An old smelly grey jumpsuit, this item provides no benefit or disadvantage other than bragging rights.

Ancient Toolbox


Ancient Toolbox
  • Found in: Ordered via syndicate uplink, costs 2 telecrystals. Only available to Assistants.
  • Used for: Bashing heads in and everything tool-related.
  • Strategy: Bash people, bash windows, hacking doors, increase its damage with telecrystals.
Contents
Description


A toolbox specially preserved and modified for your robusting needs, comes with regular tools, not syndicate ones, thus the tools are not special, however it comes with Insulated Gloves, to top it off it increases in brute the more telecrystals you have inside it! Does not come with a analyzer.

Modified Syringe Gun

Modified Syringe Gun
Modified Syringe Gun
  • Found in: Ordered via syndicate uplink, costs 14 telecrystals. Only available to the Geneticist and the Chief Medical Officer.
  • Used for: Instantly injecting someone with DNA from a distance.
  • Strategy: Shoot someone with a mutator with a bad disability.
Description

A syringe gun that fires DNA injectors instead of normal syringes.

Banana Cream Pie Cannon


Banana Cream Pie Cannon
  • Found in: Ordered via syndicate uplink, costs 10 telecrystals. Only available to the Clown.
  • Used for: Shooting pies into people's faces.
  • Strategy: Shoot people in the face with it and then finish them off by other means.
Description

A special pie cannon for a special clown. This gadget can hold up to 20 pies and automatically fabricates one every two seconds.

Magillitis Serum Autoinjector


experimental autoinjector
  • Found in: Ordered via syndicate uplink, costs 15 telecrystals. Only available to the Geneticist and the Chief Medical Officer.
  • Used for: Going apeshit.
  • Strategy: Use this on yourself and start smashing things.
Description

Contains a chemical that turns you into a fast, tough gorilla after a short while.

Box of Gorilla Cubes

Box of Gorilla Cubes
Box of Gorilla Cubes
  • Found in: Ordered via syndicate uplink, costs 6 telecrystals. Only available to the Geneticist and the Chief Medical Officer.
  • Used for: Spreading mayhem, raising a sentient gorilla army.
  • Strategy: These are similar to monkey cubes, but will release angry gorillas when rehydrated. Especially fun when combined with sentience potions!
Description

A box with three Waffle Co. brand gorilla cubes. Expose them to water and watch the mayhem from a safe distance.

Kinetic Accelerator Pressure Mod

Kinetic Accelerator Pressure Mod
Kinetic Accelerator Pressure Mod
  • Found in: Ordered via syndicate uplink, costs 5 telecrystals. Only available to the Shaft Miner. Only 2 in stock.
  • Used for: Making your Kinetic Accelerator a weapon for use on the station.
  • Strategy: Use this to make your Kinetic Accelerator a powerful weapon in pressurized environments like on the station.
Description

A modification kit which allows Kinetic Accelerators to do greatly increased damage while indoors. Occupies 35% mod capacity. Use 2 for full damage.

Guide to Advanced Mimery Series


Guide to Advanced Mimery Series Part 1 & 2
  • Found in: Ordered via syndicate uplink, costs 12 telecrystals. Only available to the Mime.
  • Used for: Shooting bullets out of your fingers. Making invisible 3x1 walls.
  • Strategy: Killing someone with your fingers or putting up a wall to escape your pursuers.
Contents
Description

The classical two part series on how to further hone your mime skills. Upon studying the series, the user should be able to make 3x1 invisible walls, and shoot bullets out of their fingers.

Explosive Hot Potato

Explosive Hot Potato
Explosive Hot Potato
  • Found in: Ordered via syndicate uplink, costs 4 telecrystals. Only available to Cooks, Botanists, the Clown and the Mime.
  • Used for: Causing mass panic and small explosions.
  • Strategy: Activate and hit someone to transfer it to them, and watch the madness!
Description

When used inhand, a special mechanism activates preventing it from being dropped, and a timer starts. The potato can only be transferred away from you by hitting another being with it, and when the timer expires it explodes.

Brainwashing Surgery Program

Brainwashing Surgery Program
Brainwashing Surgery Program
  • Found in: Ordered via syndicate uplink, costs 5 telecrystals. Only available to Medical Doctors, CMO and Roboticists.
  • Used for: Turning people into mindslaves through surgery.
  • Strategy: Brainwash people, preferably authority figures, to fulfill your will.
Description

A disk containing the procedure to perform a brainwashing surgery, allowing you to implant a primary objective onto a target which he/she must obey. Insert into an Operating Console to enable the procedure.

Reagent Dartgun


Reagent Dartgun
  • Found in: Ordered via syndicate uplink, costs 12 telecrystals. Only available to the Chemist and the Chief Medical Officer.
  • Used for: Shooting chemicals without reloading syringes.
  • Strategy: Use it as you would a normal syringe gun; the only difference is that it holds up to 4 syringes that it produces automatically.
Description

This special dartgun produces 4 syringes every 25 seconds and draws from an internal 100u chemical tank.

Blast Cannon


Blast Cannon
  • Found in: Ordered via syndicate uplink, costs 14 telecrystals. Only available to Scientists and the Research Director.
  • Used for: Firing your own immovable rod, sniping AIs from across Z-levels.
  • Strategy: Load it with a TTV bomb and delete everything in a straight line.
Description

This unassuming piece of hardware can load TTVs and will launch a projectile in a straight line, until it gets stopped by a wall. Wall penetration power is determined by the bomb's theoretical explosion size.
Projectiles fly across Z-levels, which is very fun with looping Z-levels, or even just for sniping AIs across space.

Concealed Weapon Bay

Concealed Weapon Bay
Concealed Weapon Bay
Description

The concealed weapon bay is an item that attaches to non-combat mechs such as Ripleys or Odysseuses and allows them to equip one mech weapon. A mech can only have one attached. Examining the mech will not reveal the attached weapon (although the raising message still shows).

(Pointless) Badassery

Syndicate Playing Cards

Syndicate Playing Cards
Syndicate Playing Cards
  • Found in: Ordered via syndicate uplink, costs 1 telecrystal.
  • Used for: Playing cards, cheap throwing stars.
  • Strategy: Use these as a shitty throwing weapon, when you're bored and playing cards is the only option left, or as a signature for your murders.
Description

A special deck of space-grade playing cards with a mono-molecular edge and metal reinforcement, making them slightly more robust than a normal deck of cards.

Syndicate Briefcase Full of Cash


Syndicate Briefcase Full of Cash
  • Found in: Ordered via syndicate uplink, costs 1 telecrystal.
  • Used for: Trading. Roleplay.
  • Strategy: Use the cash to buy your objective, or export it with cargo to order crates.
Description

A secure briefcase containing 5000 space credits. Useful for bribing personnel, or purchasing goods and services at lucrative prices. The briefcase also feels a little heavier to hold; it has been manufactured to pack a little bit more of a punch if your client needs some convincing.

Syndicate Smokes

Syndicate Smokes
Syndicate Smokes
  • Found in: Ordered via syndicate uplink, costs 2 telecrystals.
  • Used for: Cool-looking regeneration.
  • Strategy: Smoke them to inhale omnizine and heal over time.
Description

Strong flavor, dense smoke. Each cigarette is infused with 10u nicotine and 15u omnizine. Smoking one of these cigarettes takes about 2 minutes.

Syndicate Balloon


"Syndicate Balloon"
  • Found in: Ordered via syndicate uplink, costs 20 telecrystals.
  • Used for: Showing off.
  • Strategy: Buy this if you feel you can do your objectives without the use of syndicate items.
Description

A red balloon with a white S on it. It floats. Security may arrest you for having one. You could buy multiple of these if part of a nuke team.

Nuclear Strike Team

NOTE Some of this gear is available to normal traitors due to the increased TC uplink.

Bundles and Telecrystals

Nuclear operatives can purchase bundles, which cost a bit less than the sum of their parts.

Bioterror bundle


Bioterror bundle
  • Found in: Ordered via syndicate uplink, costs 30 telecrystals, saving 12.
  • Used for: Getting all you need to commit several war crimes.
  • Strategy: Start a biological disaster, and spread chaos among the crew.
Description

For the madman: Contains a Bioterror spray, Bioterror Grenade, a Poison Kit, a Dart Pistol, a box of syringes, a Donksoft assault rifle, and some extra darts. Remember: Seal suit and equip internals before use.

Bulldog bundle


Bulldog bundle
  • Found in: Ordered via syndicate uplink, costs 13 telecrystals, saving 3.
  • Used for: Getting a well rounded shotgun kit.
  • Strategy: Shoot people with it.
Description

Lean and mean: Optimised for people that want to get up close and personal. Contains the popular Bulldog Shotgun, a 12g stun drum, a 12g buckshot drum, and a pair of Thermal Imaging Goggles.

C-20r bundle


C-20r bundle
  • Found in: Ordered via syndicate uplink, costs 14 telecrystals, saving 2.
  • Used for: Getting a classic and reliable gun.
  • Strategy: Shoot people with it.
Description

Old faithful: The classic C-20r Submachine Gun, bundled with two magazines, and a Suppressor.

Cybernetic Implant Bundle


Cybernetic Implant Bundle
  • Found in: Ordered via syndicate uplink, costs 40 telecrystals.
  • Used for: Implanting your team.
  • Strategy: Implant it in your team.
Description

Contains 5 random cybernetic implants. Guaranteed to at least pay for its cost.

Medical bundle


Medical bundle
  • Found in: Ordered via syndicate uplink, costs 15 telecrystals, saving 5.
  • Used for: Getting a rounded medical kit.
  • Strategy: Become a combat medic to keep your team up and running.
Description

The support specialist: Aid your fellow operatives with this medical bundle. Contains a combat first-aid kit loaded with medical gauze, a compact defibrillator, a brute and burn patch, a Chloral Hydrate syringe, and a combat hypospray loaded with:

Also includes night vision health HUD glasses, a Donksoft machine gun, a box of ammo, and a pair of magboots to rescue your friends in no-gravity environments.

Sniper bundle


Sniper bundle
  • Found in: Ordered via syndicate uplink, costs 20 telecrystals, saving 6.
  • Used for: Getting all you need to start sniping.
  • Strategy: Become a long-range sniper.
Description

Elegant and refined: Contains a collapsed sniper rifle in an expensive carrying case, a haemorrage magazine, a soporific magazine, a free surplus supressor, and a worn out suit and tie.

Spetsnaz Pyro bundle


Spetsnaz Pyro bundle
  • Found in: Ordered via syndicate uplink, costs 30 telecrystals, saving 12.
  • Used for: Getting all you need to watch the worldstation burn.
  • Strategy: Start fires everywhere. Make sure the other operatives are wearing fireproof suits as well.
Description

For systematic suppression of carbon lifeforms in close range: Contains an elite fireproof hardsuit, a pyro backpack fire sprayer, a pistol, two magazines, a bottle of flammable vodka, a pipebomb, and a stimulant syringe.

Conspicuous and Dangerous Weapons

Bulldog Shotgun


Bulldog Shotgun
  • Found in: Ordered via syndicate uplink, costs 8 telecrystals.
  • Used for: Killing/Stunning people.
  • Strategy: A robust shotgun. Holds a wide selection of ammo types.
Description

The Bulldog is a semi-automatic drum fed shotgun that can hold up to 8 shells. This can make a excellent fallback weapon or a robust primary weapon by itself. While its suffers from the drawbacks of shotguns (less damage at range) it can nonetheless make a reliable and cheap alternative to other more expensive weapons.
A Bulldog with stun shells and a Stechkin can make for a cheap alternative C20r SMG when strapped for telecrystals. Initially loaded with a stun shells drum, it must be loaded with other kinds of ammo to do damage. Starts with a syndicate firing pin, which prevents enemies from using it.

[Show/hide] Bulldog Ammo


C-20r Submachine Gun

C-20r Submachine Gun
C-20r Submachine Gun
  • Found in: Ordered via syndicate uplink, costs 10 telecrystals.
  • Used for: Killing people.
  • Strategy: The signature weapon of Nuke Ops, it deals reliable damage and fires in two-round bursts.
Description

Deals 30 brute damage per round, with 24-round magazines. A reliable and robust weapon. Can also be fitted with a Silencer. Starts with a syndicate firing pin, which prevents enemies from using it.

[Show/hide] C-20r Ammo


L6 Squad Automatic Weapon

L6 SAW
L6 SAW
  • Found in: Ordered via syndicate uplink, costs 18 telecrystals.
  • Used for: Mowing people down.
  • Strategy: An expensive investment, designed for consistent and powerful fire support for assault teams.
Description

Holds the most ammo of any gun available: 50 1.95x129mm rounds dealing 45 brute damage each. Three good shots on someone and they're down.
Shoots in three-round bursts and needs two free hands to use - if the other hand is holding something, the SAW will fall off your hands when shooting. Starts with a syndicate firing pin, which prevents enemies from using it.

[Show/hide] SAW Ammo


Sniper Rifle

Sniper Rifle
Sniper Rifle
  • Found in: Ordered via syndicate uplink, costs 16 telecrystals.
  • Used for: Killing people from far away.
  • Strategy: A long-range sniper rifle, useful for shooting down hallways or from space.
Description

The Sniper Rifle is a high-power long range weapon fitted with a scope; activating the scope will move your screen several tiles in front of you, allowing you to see further than normally possible, allowing you to shoot unaware targets.
Requires a free hand to use. Initially loaded with 6 .50 sniper rounds, which deal 70 damage, stun, penetrate armor, and have a chance of dismembering limbs. They can also deal significant damage to objects, destroying airlocks and machinery in one or two hits. Starts with a syndicate firing pin, which prevents enemies from using it.

[Show/hide] Sniper Ammo


Surplus Rifle

Surplus Rifle
Surplus Rifle
  • Found in: Ordered via syndicate uplink, costs 2 telecrystals.
  • Used for: Arming someone cheaply.
  • Strategy: A cheap rifle. Better than nothing, if you've got a pair of spare TC. In actual combat it's worse than the Stechkin pistol, the one all operatives get for free.
Description

A Mosin Nagant bolt-action rifle, loaded with 5 7.62 bullets. Deals 60 damage on hit, but must be loaded every shot.

[Show/hide] Surplus Rifle Ammo


M-90gl Carbine

M-90gl Carbine
M-90gl Carbine
  • Found in: Ordered via syndicate uplink, costs 18 telecrystals.
  • Used for: Versatile crowd control.
  • Strategy: Combine it with an energy shield.
Description

This carbine has a three-round burst setting as well as an underbarrel grenade launcher.
Magazines are hold 30 rounds of bullets that deal 35 damage each, which is more than enough against unarmored targets.

[Show/hide] M-90gl Carbine Ammo


Flamethrower

Flamethrower
Flamethrower
  • Found in: Ordered via syndicate uplink, costs 4 telecrystals.
  • Used for: Setting things on fire.
  • Strategy: A plasma-loaded flamethrower. Make sure you and your team have fireproof suits when using this, or you'll end up burning yourself.
Description

Shoots jets of burning plasma. Has little stopping power, but will usually cause enemies to retreat. Can be reloaded by using plasma tanks or canisters in Toxins or Engineering.

Toy Submachine Gun


Donksoft SMG
  • Found in: Ordered via syndicate uplink, costs 5 telecrystals.
  • Used for: Doing stamina damage and knocking people down. Making people react too late.
  • Strategy: Deals no real damage, but the riot darts it's loaded with cause 25 stamina damage, knocking victims down.
Description

A toy SMG. Guaranteed to not be taken seriously until it's too late. Loaded with 20 darts. Starts with a syndicate firing pin, which prevents enemies from using it.

Toy Machine Gun


Donksoft LMG
  • Found in: Ordered via syndicate uplink, costs 10 telecrystals.
  • Used for: Doing stamina damage and knocking people down. Making people react too late.
  • Strategy: Deals no real damage, but the riot darts it's loaded with cause 25 stamina damage, knocking victims down.
Description

A toy SAW. Guaranteed to not be taken seriously until it's too late. Loaded with 50 darts. Starts with a syndicate firing pin, which prevents enemies from using it.

Box of Riot Darts


Box of Riot Darts
  • Found in: Ordered via syndicate uplink, costs 2 telecrystals.
  • Used for: Loading toy weapons.
  • Strategy: Lock and load.
Description

Contains 40 Riot Foam Darts, that deal 25 stamina damage. They can also be reused if collected from the ground.

84mm Rocket Propelled Grenade Launcher

Rocket Propelled Grenade Launcher
Rocket Propelled Grenade Launcher
  • Found in: Ordered via syndicate uplink, costs 8 telecrystals.
  • Used for: Blowing holes into mechs, walls and people.
  • Strategy: Crew is hiding inside body bags again? Surprise them with an HE rocket. Durand ruining your day? Hit it with a high-yield HEDP rocket.
Description

A reusable rocket propelled grenade launcher preloaded with a low-yield 84mm HE round.

[Show/hide] Rocket Propelled Grenade Launcher Ammo



Biohazardous Chemical Sprayer


Biohazardous Chemical Sprayer
  • Found in: Ordered via syndicate uplink, costs 20 telecrystals.
  • Used for: Extreme Crowd Control.
  • Strategy: Shoots dangerous poisons.
Description

A high-volume chemical sprayer loaded with the most lethal poisons available to the syndicate; anyone caught by the spray will die a quick and painful death if not treated immediately or wearing protective clothing.


Grenades and Explosives

Bioterror Foam Grenade

Chemical Foam Grenade
Chemical Foam Grenade
  • Found in: Ordered via syndicate uplink, costs 5 telecrystals.
  • Used for: Crowd Control.
  • Strategy: Emits extremely debilitating foam.
Description

A powerful chemical foam grenade which creates a deadly torrent of foam that will mute, blind, confuse, mutate, and irritate carbon lifeforms. Specially brewed by Tiger Cooperative chemical weapons specialists using additional spore toxin. Ensure suit is sealed before use.

Buzzkill Grenade Box


Buzzkill Grenade Box
  • Found in: Ordered via syndicate uplink, costs 15 telecrystals.
  • Used for: Covering the station in BEEEEEES.
  • Strategy: Toss one in a crowded area and watch the bees attack anyone who isn't wearing thick clothing.
Description

These grenades release ten bees that will indiscriminately attack anyone with random toxins.
Keep in mind that bees can't attack people wearing thick clothing - like hardsuits and EVA/fire/bio/EOD suits as well as some costumes.

Fungal Tuberculosis Grenade

Fungal Tuberculosis Grenade
Fungal Tuberculosis Grenade
  • Found in: Ordered via syndicate uplink, costs 12 telecrystals.
  • Used for: Biological Warfare.
  • Strategy: Spreads an extremely dangerous and infectious virus.
Description

A box that contains several ways to apply the Fungal Tuberculosis virus: an extremely virulent and hard to cure disease that stuns and suffocates its targets. The box contains a viral smoke grenade, 5 single-use instant Bio Virus Antidote Kits (BVAK autoinjectors) with 20u vaccine (inject 10u per use), a BVAK bottle (30u vaccine) and a normal syringe.

Grenadier's Belt


Grenadier's Belt
  • Found in: Ordered via syndicate uplink, costs 22 telecrystals.
  • Used for: Lobbing several kinds of grenades.
  • Strategy: Contains a grenade for every situation. Avoid blowing yourself up with them.
Description

A belt containing a large amount of assorted grenades. TO be specific, it contains:

  • 1 Flashbang;
  • 4 Smoke Bombs;
  • 2 EMP Grenades;
  • 10 Frag Grenades: A bit less powerful than minibombs, but with a higher flame range;
  • 4 Gluon Grenades: They deal radiation damage when exploding, and freeze the surrounding area afterwards, making it slippery;
  • 2 Incendiary Grenades: They spread a wave of plasmafire, burning everything in their path;
  • 1 Fluorosulfuric Acid Smoke Grenade: It will spread extremely potent acid in its area of effect, melting armor, objects and people inside;
  • 2 Syndicate Minibombs;
  • Screwdriver and Multitool to customize grenades. Some different triggers can be found in the Syndicate Infiltrator Ship.

Syndicate Detonator


Syndicate Detonator
"Big red button"
  • Found in: Ordered via syndicate uplink. It costs 3 telecrystals.
  • Used for: Detonating all syndicate bombs at once.
  • Strategy: Coordinating bomb blasts to destroy multiple objects simultaneously.
Description

The Syndicate Detonator is a companion device to the Syndicate Bomb. Simply press the included button and an encrypted radio frequency will instruct all live syndicate bombs to detonate.
Useful for when speed matters or you wish to synchronize multiple bomb blasts. Be sure to stand clear of the blast radius before using the detonator.
Operatives start with a working detonator in their base, buying this is usually redundant.

Viscerator Delivery Grenade


Viscerator Grenade
  • Found in: Ordered via syndicate uplink, costs 5 telecrystals.
  • Used for: Crowd Control.
  • Strategy: Shoot several killdrones that will try to hack off people's limbs.
Description

This grenade, when thrown, will disperse 10 manhack viscerators. They will proceed to chase and attack any nearby Non-Syndicate personnel. They deal a surprisingly high amount of damage over time but can be outrun easily.
The grenade is fantastic at helping clearing out a crowd of crewmen. However, it can be ineffective against Security personnel and the Captain as their armor and weapons allow them to ignore the viscerators long enough to (try to) gun you down. They are also extremely sharp and can outright sever limbs when attacking.


Stealthy and Inconspicuous Weapons

CQC Manual


'Old Manual'
  • Found in: Ordered via syndicate uplink, costs 13 telecrystals.
  • Used for: Remembering the basics of tactical Close-Quarters Combat.
  • Strategy: Read it and practice combos. Useful when combined with adrenals, noslips and added protection, like an energy shield or a shielded hardsuit or for killing someone when they least expect it.
Description

Reading this single-use book will teach you the basics of CQC - a martial art.
You learn devastating combos and when throw is active, have a chance to block and counter attacks.
This is the same skill as Cooks can use in the kitchen, except anywhere.
Your punches do bonus damage, and your grabs will start as aggressive. You can combo attacks by switching intents while hitting. Possible Combos:

  • Slam: Grab Harm. Slam opponent into the ground (10 brute and 12 sec paralyze). Only works on people standing.
  • CQC Kick: Harm Harm. If the opponent was paralyzed they'll be knocked out (30 sec sleep and 15 brain damage up to max 150). Else they'll be knocked away and take 10 brute.
  • Restrain: Grab Grab. Locks opponent into a restraining position (10 sec stun, 20 stamina damage). Disarm while restraining and pulling to knock them out with a choke hold (40 sec sleep).
  • Pressure: Disarm Grab. Deals 60 stamina damage.
  • Consecutive CQC: Disarm Disarm Harm. Mainly damaging move (25 brute and 50 stamina damage).

Stealth and Camouflage Items

Stealthy No-Slip Chameleon Shoes


Stealthy No-Slip Chameleon Shoes
  • Found in: Ordered via syndicate uplink, costs 4 telecrystals
  • Used for: Not slipping.
  • Strategy: The nuke ops version of no-slips.
Description

Aside from the name, these work exactly the same as regular noslips.


Space Suits and Hardsuits

Elite Syndicate Hardsuit


Elite Syndicate Hardsuit
  • Found in: Ordered via syndicate uplink, costs 8 telecrystals.
  • Used for: Having better armor and fireproofing.
  • Strategy: Wear it.
Description

Works like a Syndicate Hardsuit, but it's more armored and completely immune to fire and acid. Useful when using fire-based weapons.
Resistances: melee = 60, bullet = 60, laser = 50, energy = 25, bomb = 55, bio = 100, rad = 70, fire = 100, acid = 100.

Shielded Hardsuit

Shielded Hardsuit (Blood-red Hardsuit)
Shielded Hardsuit (Blood-red Hardsuit)
  • Found in: Ordered via syndicate uplink, costs 30 telecrystals.
  • Used for: Having better armor and fireproofing.
  • Strategy: Wear it.
Description

Looks like a Syndicate Hardsuit, but it has a shield that completely negates attacks until it depletes. Stores up to 3 charges, which regenerate when not being hit for 20 seconds. If the shielding falls, it has the same armor as a normal Syndicate hardsuit, but with full Acid and Fire protection.
Resistances: melee = 40, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50, fire = 100, acid = 100.

Devices and Tools

Blood-Red Magboots


Blood-Red Magboots
  • Found in: Ordered via syndicate uplink, costs 2 telecrystals.
  • Used for: Working without gravity.
  • Strategy: Activate them if the gravity generator stops working.
Description

A pair of magnetic boots that will keep you on the ground if the gravity fails or is sabotaged, giving you a mobility advantage. If activated with gravity they will protect from slips, but they will slow you down.

Assault Pod Targeting Device


Assault Pod Targeting Device
  • Found in: Ordered via syndicate uplink. It costs 30 telecrystals.
  • Used for: Dropping on the station with style.
  • Strategy: Use this to drop into a central area, giving less time to react to the crew.
Description

This device allows you to aim and use the assault pod located to the east of the syndicate base. The doors are id-locked to operatives and it's defended by wall-mounted automatic guns, making it a safe location to retreat to if necessary. It cannot return to the syndicate station, so at least one operative should send the ship onto the station to be able to come back. Also, don't forget the nuke behind!

Energy Shield


Energy Shield
  • Found in: Ordered via syndicate uplink, costs 16 telecrystals.
  • Used for: Protecting yourself from energy weapons
  • Strategy: This is a very powerful asset, it will deflect all energy based ranged attacks, laser or stun. This makes it significantly harder for station personnel to attack or subdue you at range as only the armoury's riot shotguns will be effective in bypassing the energy shield.
    While expensive, having the people up front wield an energy shield makes for a good breaching strategy.
Description

An incredibly useful personal shield projector, capable of reflecting energy projectiles and defending against other attacks.

Medbeam Gun


Medbeam Gun
  • Found in: Ordered via syndicate uplink, costs 15 telecrystals.
  • Used for: Constant and free healing.
  • Strategy: Use it on a target to begin healing it.
Description

A very efficient healing tool, that doesn't require the constant attention of the healer, since he can keep it in his offhand while shooting with the other hand. It cannot self-heal, however.
Crossing the streams or trying to heal a target already being healed by another medbeam will cause a huge explosion. Be very wary when using two medbeam guns, or avoid buying two altogether.

Syndicate Medical Supply Kit


Syndicate Medical Supply Kit
  • Found in: Ordered via syndicate uplink, costs 4 telecrystals.
  • Used for: Healing your fellow operatives.
  • Strategy: Use this to keep your team alive.
Description

The syndicate medkit is a suspicious black and red. Included is a combat stimulant injector (containing 30 units of Epinephrine, 30 units of Omnizine, 15 units of Leporazine and 15 units of Atropine), a night vision medical hud for quick identification of injured comrades, a brute and burn healing patch, and a combat defibrillator that fits in belts and works through exosuits (usually useless due to explosive implants).

Syndicate Sentience Potion


Syndicate Sentience Potion
  • Found in: Ordered via syndicate uplink, costs 4 telecrystals.
  • Used for: Giving intelligence and a radio implant to an animal.
  • Strategy: Use it on an animal to render it intelligent and loyal to you. Keep in touch thanks to the implanted radio.
Description

This potion will grant intelligence (i.e. a player controller and speech) to any simple mob it is used on, also enslaving them to your commands.
Additionally, the creature will receive a radio implant, as well as an implanted syndicate ID, allowing them to enter and exit the Syndicate Infiltrator.

Implants

All these items ship with an (auto) implanter; to use it, insert the implant in the implanter and use it inhand.

CNS Rebooter Implant


CNS Rebooter Implant
  • Found in: Ordered via syndicate uplink, costs 12 telecrystals.
  • Used for: Reducing stuns.
  • Strategy: Implant it in yourself.
Description

This implant will shorten any stun longer than 4 seconds to 4 seconds.

CNS Rebooter Implant


CNS Rebooter Implant
  • Found in: Ordered via syndicate uplink, costs 12 telecrystals.
  • Used for: Reducing stuns.
  • Strategy: Implant it in yourself.
Description

This implant will shorten any stun longer than 4 seconds to 4 seconds.

Microbomb Implant

Microbomb Implant
Microbomb Implant
  • Found in: Ordered via syndicate uplink, costs 2 telecrystals.
  • Used for: Exploding on death.
  • Strategy: Use it when dying to prevent your items from being stolen.
Description

Nuclear Operatives start with bomb implants already, but if you feel like increasing the strength of the explosion, you can add more explosive implants.

Macrobomb Implant

Macrobomb Implant
Macrobomb Implant
  • Found in: Ordered via syndicate uplink, costs 20 telecrystals.
  • Used for: Exploding on death.
  • Strategy: Use it when dying to prevent anyone close to your corpse from being alive.
Description

A much more powerful version of the Microbomb Implant, this will cause a delayed but much more powerful explosion on death. Make sure to warn your comrades of this, as you might catch them in the blast if they're unaware.

Reviver Implant


Reviver Implant
  • Found in: Ordered via syndicate uplink, costs 8 telecrystals.
  • Used for: Recovering from crit.
  • Strategy: Implant it in yourself.
Description

This implant will heal you once you fall into crit, then goes into cooldown.

Thermal Vision Implant


Thermal Vision Implant
  • Found in: Ordered via syndicate uplink, costs 8 telecrystals.
  • Used for: Seeing living beings through walls.
  • Strategy: Implant it in yourself.
Description

Like optical thermal goggles, but leaves your glasses slot free for other glasses.

X-Ray Vision Implant


X-Ray Vision Implant
  • Found in: Ordered via syndicate uplink, costs 10 telecrystals.
  • Used for: Seeing through walls.
  • Strategy: Implant it in yourself.
Description

Allows unrestricted vision through walls.

Support

Mechs, cyborgs and new troops, for when you feel you're understaffed.

Dark Gygax


Dark Gygax
  • Found in: Ordered via syndicate uplink, costs 80 telecrystals.
  • Used for: Heavy Fire Support.
  • Strategy: Mow down hallways of people and teleport onto the bridge to give the Captain a big surprise!
Description

One of the two assault mechs available to the operatives. At a heavy investment this mech provides a very powerful and versatile assault platform to support the assault into the station.
Boasting a decent movement speed, an Ultra AC2 machinegun that shoots in bursts, a grenade launcher that fires flashbangs, a personal teleportation device, and an Energy Relay, this mech proves to be as powerful as anything the operatives can bring to bear.
However, it is extremely vulnerable to ion guns, which will seriously damage the mech in a few hits. Consider not bringing your ship's ion gun along for the assault. Aside from the ion gun, the only easy way to bring it down is other EMPs, mass laser fire or a ton of explosives.
It also has a leg actuator function, which speeds up the mech and allows it to knock down walls and structures, at the cost of the mech's integrity.
Has thrusters for space-maneuverability.

Dark Mauler


Dark Mauler
  • Found in: Ordered via syndicate uplink, costs 140 telecrystals!
  • Used for: Heavy Assault Platform.
  • Strategy: For when you need to absolutely annihilate anything in your way, accept no substitute.
Description

The single most expensive item available to the Operatives, the Dark Mauler is an unholy terror to behold to even the most elite of Security personnel. Carrying a mounted LMG, a Scattershot gun, a Missile Rack, a Power Relay for infinite power and special anti-ranged armor, this monster can destroy the station ten-fold with the equipment it carries.
Its armor makes it nearly impossible to destroy by all but the most concentrated, coordinated and well armed of counter attacks. Its main weakness is that is is very slow moving, making it easy to outrun. It can, however, walk through walls without any trouble, making most stationary fortifications pointless.
Note that this does not, however, automatically make you unstoppable. To effectively use it you should already have some experience with mechs, it should also be noted that whoever is piloting this does not need as much gear as everyone else, so don't waste TC (although it is good to have a backup plan if the mech is destroyed).

Syndicate Cyborg


Syndicate Cyborg
  • Found in: Ordered via syndicate uplink, costs 65 TC for the assault module and 35 for the medical one.
  • Used for: Robotic Support.
  • Strategy: Increase team size by adding a borg to the team, an unstunnable killing machine.
Description

A repurposed Nanotrasen Cyborg, outfitted with the latest in Syndicate technology. This powerful killing machine has many great utilities that make it almost a necessary asset for many Nuke Op teams. Can either be an Assault or a Medical module.

  • The assault module contains:
    • A flash;
    • An energy sword;
    • A cyborg LMG that prints ammo from energy;
    • A grenade launcher;
    • An emag;
    • A crowbar;
    • A pinpointer;
  • The medical module contains:
    • A flash;
    • A syndicate hypospray containing nanites;
    • Medical Gauze;
    • A defibrillator;
    • A Medbeam Gun;
    • A health analyzer;
    • Surgery tools (The surgical saw can be toggled to be an energy sword);
    • An emag;
    • A crowbar;
    • A pinpointer.

The Syndicate cyborg is occupied by a ghost with the operative preference enabled. If there are no candidates, you can refund the telecrystals by hitting the uplink with the teleporter you get from ordering the cyborg.

Reinforcements


Reinforcements
  • Found in: Ordered via syndicate uplink, costs 25 telecrystals.
  • Used for: Support.
  • Strategy: Increase your team size by adding another operative.
Description

Gives a Reinforcement Teleporter. When used, a random ghost will become a new member of the nuke operative squad! The reinforcement starts with the normal operative equipment minus the TC, therefore someone has to equip them to make them useful: in particular, make sure there are enough spacesuits to get to the station.


(Pointless) Badassery

Broken Chameleon Kit


Broken Chameleon Kit
  • Found in: Ordered via syndicate uplink, costs 4 telecrystals.
  • Used for: Complimenting your Syndicate balloon.
  • Strategy: Put this on and demonstrate your robustness.
Description

A full chameleon kit, gun aside, that acts as if EMP'd. You will stick out like a sore thumb and be unable to wear "real" armor.

Centcom Official Costume


Centcom Official Costume
  • Found in: Ordered via syndicate uplink, costs 4 telecrystals.
  • Used for: Playing them like a fiddle.
  • Strategy: Ask the crew to "inspect" their nuclear disk and weapons system.
Description

Contains a full CentCom Official uniform set, headset and clipboard included. The headset comes without an encryption key.

Clown Costume


Clown Costume
  • Found in: Ordered via syndicate uplink, costs 4 telecrystals.
  • Used for: PRANKS GONE WRONG 3: NUCLEAR EDITION
  • Strategy: Wearing this will be enough to terrify most crew members.
Description

Contains a complete Clown outfit.