Снаряжение Синдиката: различия между версиями

imported>Cheimon
(→‎Conspicuous and Dangerous Weapons: added edagger,don't have picture)
 
(не показано 485 промежуточных версий 76 участников)
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=='''Syndicate Items'''==
{{Требуется перевод}}
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table base form:


Syndicate people get access to these cool items during [[Game Mode#Traitor|Traitor]] and [[Game Mode#Nuclear|Nuke]]!
{|class="wikitable sortable"
!<abbr title="Can Nuclear operatives order this item?">Ops?</abbr>
!Item
!class="unsortable"|Icon
!Cost
!class="unsortable"|description
!class="unsortable"|info
|-
|style="text-align:center; background-color:#19A974;"|Yes or No
|item name
|[[file:]]
|style="text-align: center;"| cost
|description and nested table for gun ammo


==How to Get These Items==
{|class="wikitable sortable"
  {{Item
!class="unsortable"|icon
  |bgcolor1 = #cccccc
!class="unsortable"|name
  |bgcolor2 = #cccccc
!class="unsortable"|ammo types
  |name = Syndicate Uplink
  !cost
  |image = normalpda.gif
  |-
  |foundin = Syndicate operatives spawn with one
  |[[file]]
  |usedfor = 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 or a headset (or a radio if the mode is nuclear emergency). If it's a PDA, you will need to enter the code given into the ringtone selection in the messenger menu. A headset will need to be changed to the correct 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.), 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.
  |style="text-align: center;"|
}}
  |}
 
|
|}
-->
=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.
 
 
==Your Uplink==
 
{|
|[[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.'''


==Conspicuous and Dangerous Weapons==
Remember, there are '''discounts!''':
===Revolver===
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.  
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Full Revolver
|image = Revolver.png
|foundin = Ordered via syndicate uplink, costs 13 telecrystals
|usedfor = Very quick and loud murder.
|strategy = Keep the thing hidden, as people know it's only available to syndicates. Also, it makes a lot of noise, so be careful.
|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.
}}


===Mini Energy Crossbow===
===Bundles===
{{Item
{| class="wikitable sortable"
|bgcolor1 = #cccccc
!<abbr title="Can Nuclear operatives order this item?">Ops?</abbr>
|bgcolor2 = #cccccc
!Предмет
|name = Miniature Energy Crossbow
! class="unsortable" |Icon
|image = Ebow.png
!Цена
|foundin = Ordered via syndicate uplink, costs 12 telecrystals
!Угроза
|usedfor = Stunning people.
! class="unsortable" |description
|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.
! class="unsortable" |info
|description = This weapon is not meant for killing, rather it is intended for stunning; it is the syndicate equivalent of a taser that does minor toxins damage. Though this weapon does make a sound when fired, it is still very quiet, and can be easily concealed in your pocket. Additionally this weapon does not provide any message that it has been fired, use this to your advantage and to help conceal your identity. Extremely powerful when paired with an energy sword, as it cannot reliably kill anything by itself. '''Remember to load it by using it in your hand.'''
|-
}}
|Yes
| id="Box_of_Throwing_Weapons" |Raw Telecrystals
|
|1
|0
|Вы можете напрямую достать телекристалы из своего аплинка, чтобы внести на другой аплинк. Полезно для обмена с другими предателями, или же добавления в имплант аплинка.
|
|-
|No
| id="Energy_Sword" |Syndie-Kit Tactical
|[[file:Syndibox.png|link=https://tgstation13.org/wiki/File:Syndibox.png]]
|20
|300
|Набор снаряжения Синдиката общей стоимостью больше 25 телекристалов, может содержать предметы, отсутствующие в стандартном аплинке. Все наборы базируются на определенной тематике. Вы можете купить лишь один набор, и вы не сможете выбрать какой набор получить. многие наборы содержат ключи шифрования Синдиката, для координации с другими агентами или прослушивания системы коммуникации станции. Наборы отличаются по своей полезности, некоторые менее желанные, чем другие.
{| 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.
|Единственный способ получить рентгеновское зрение, даёт невероятное преимущество.
|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
|Спроектирован для скрытности и разных хитростей.
|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
|Вариативный и хорошо подходящий для убийств.
|2
|-
| id="9mm_Hollow_Point_Magazine" |Gun
|.357 Revolver, 2 speedloaders, chameleon holster, airlock override card, C4, and an outfit and clown mask.
|Идеален в своей простоте. Пристрели экипаж.
|2
|-
|Screwed
|Syndicate bomb, minibomb, power sink, syndicate spacesuit, syndicate encryption key
|Будет плохо или тебе, или станции.
|2
|-
|Murder
|Energy sword, thermal goggles, airlock override card, chameleon no-slips, minibomb, syndicate encryption key
|Любишь причинять людям боль?
|2
|-
|Implants
|Freedom implant, uplink implant, EMP implant, explosive implant, storage implant.
|В импланте аплинка уже есть 10 телекристалов. Осторожнее с имплантом подрыва.
|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.
|Заставь ИИ или киборгов делать грязную работу за тебя.
|3
|-
|Sabotage
|3 C4, 2 X4, camera bug, power sink, DETOmatix cartridge, syndicate toolbox, pizza bomb, EMP kit.
|Полный хаос и разруха. Кроме того, сумка со взрывчаткой очень вместительная и не замедляет, если вы не прочь носить синдикатовское снаряжение у всех на виду.
|3
|-
|Sniper
|Sniper rifle, penetrator magazine, thermal goggles, and an outfit and clown mask.
|Снайперская винтовка обычно доступна только ядерным оперативникам, так что дополнительные патроны купить не выйдет.
|1
|-
|Meta Ops
|Syndicate modsuit, bulldog shotgun, two shotgun magazines, explosive implant, 2 C4, airlock override card,
cryptographic sequencer.
|Вы будете целью номер один для станции, так как теперь у вас статус молодого ядерного оперативника. Имейте в виду, что дробовик из набора может использоваться не только агентами, не дайте застрелить себя вашим же оружием.
|1
|}
|Подходит для тех, кто не знает, какое снаряжение им нужно, но все же хочет иметь солидный набор мощного снаряжения синдиката.
Можно купить только один.
|-
|No
| id="Double-bladed_Energy_sword" |Syndie-Kit Special
|[[file:Syndibox.png|link=https://tgstation13.org/wiki/File:Syndibox.png]]
|20
|300
|Набор снаряжения Синдиката общей стоимостью больше 25 телекристалов, может содержать предметы, отсутствующие в стандартном аплинке. Все наборы базируются на определенной тематике. Вы можете купить лишь один набор, и вы не сможете выбрать какой набор получить. Это специализированные наборы, заполненные необычными вещами, некоторые из которых достать другим путём невозможно!
{| 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.
|Взболтать, но не смешивать. Станьте классическим тайным агентом. Или отравите еду и пристрелите тех, кто пытается вам помешать.
|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
|Катана невероятно смертоносна и справится практически с кем угодно в ближнем бою. Используйте сочетание оружия и скрытного снаряжения, чтобы убить цель и тут же исчезнуть.
|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
|УЗРИ СИЛУ ТЁМНОЙ СТОРОНЫ. Стань настоящим лордом ситхов. Не забудьте применить заклинание возврата к мечу, чтобы вас не зарезали им же.
|1
|-
| id="9mm_Hollow_Point_Magazine" |White Whale,
Holy Grail
|Harpoon gun and quiver, spaceproof carp outfit, carp grenade, dehydrated carp.
|Гарпун втыкается в людей и невероятно эффективен для убийств. Захватите станцию для космических карпов.
|2
|-
|Mad Scientist
|Labcoat, boots, megaphone, two random cluster grenades, bioterror foam grenade, four signallers, syndicate toolbox,
energy dagger, portal gun, decloner gun.
|Несколько необычных вещей, несущих хаос. Кластерные гранаты со случайным содержимым варьируются от бесполезных до невероятно разрушительных.
|2
|-
|Bees
|Bee costume and gear, two bee grenades, beesease disease bottle, bee sword.
|Пчелиный меч наносит не слишком много урона, но бьет очень быстро и вводит токсины в цель. Пчелиная граната выпускает рой смертоносных пчёл, а кейс с пчёлами заражает людей, заставляя тех выкашливать еще больше пчёл. Пчёлы!
|1
|-
|Mr Freeze
|Cold outfit, chameleon mask, four gluon grenades, geladikinesis injector, cryokinesis injector, freezing gun, cryo gun,
blue energy sword.
|Превратите любую станцию в Icebox. Станьте бичом ящеров. Полностью нивелируется ассистентом пьющим кофе.
|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.
|Старая школа. Покажите собакам Нанотрейзен как это делалось в былые дни. Плачьте о том что airlock override card и cryptographic sequencer когда то были одной вещью.
|1
|}
|Подходит для тех, кто не знает, какое снаряжение им нужно, но все же хочет иметь солидный набор мощного снаряжения синдиката.
Можно купить только один.
|-
|No
|Syndicate Surplus Crate
|[[File:GrayCrate.png]]
|20
|0
|Содержит случайные предметы на сумму в 30 телекристалов, не зависящие от уровня репутации. Изменить одержимое у вас не получится, но вы получите больше, чем заплатили . Хорошая цена, хотя в конечном итоге вы можете получить кучу мусора или вещей, которые вам некуда применить. Покупка единоразовая. Никаких возвратов!
|Подходит для азартных людей, хотя, вероятно, вам лучше потратить свои телекристалы на что-нибудь другое.
|-
|No
|United Surplus Crate
|[[File:Syndicrate.png]]
|20
|300
|Содержит предметы на колоссальную сумму в 80 телекристалов, с одной оговоркой - ящик заперт, любые попытки взлома приведут к детонации вместе со всем содержимым. единственный способ открыть- использовать United Surplus Crate Key, но помните, агент может купить лишь один из этих предметов. Придётся договариваться или забирать силой у другого агента один из этих предметов.
|Хорош для кооперативных предателей, еще лучше для коварных. Очень ценный.
|-
|No
|United Surplus Crate Key
|[[file:Syndicrate_key.png]]
|20
|300
|Открывает United Surplus Crate, позволяя получить доступ к хранящимся в нем сокровищам. Нельзя купить вместе с United Surplus Crate. Придётся договариваться или забирать силой у другого агента один из этих предметов.
|Хорош для кооперативных предателей, еще лучше для коварных. Очень ценный.
|}


===Energy Sword===
===Conspicuous and Dangerous Weapons===
{{Item
'''Note:''' the ammo category has been rolled into the weapon's tables for efficiency sake.
|bgcolor1 = #cccccc
{|class="wikitable sortable"
|bgcolor2 = #cccccc
!<abbr title="Can Nuclear operatives order this item?">Ops?</abbr>
|name = Energy Sword
!Item
|image = Sword.gif
!class="unsortable"|Icon
|foundin = Ordered via syndicate uplink, costs 8 telecrystals
!Cost
|usedfor = Mass murder.
!Threat
|strategy = This sword will usually crit someone in 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.
!class="unsortable"|description
|description = This is a melee weapon that can do a lot of 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 also is 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 combine it with another energy sword to create a far superior weapon.
!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.
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;"|16
|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 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 disabler shots. This sword is not unstoppable, however; other methods of stunning or disabling you can allow others to steal it and use it against you. 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.
|25+ players only.
|-
|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.
|25+ players only
|-
|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.
|}
 
===Stealthy and Inconspicuous Weapons===
{|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="Contractor_Baton"|Contractor Baton
|[[file:Contractor_baton_extended.png]]
|style="text-align: center;"|7
|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">
{| 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.
|}
 
=== Grenades and Explosives ===
<span style="color: #19A974;">'''All items available to nuclear operatives.'''</span>
{|class="wikitable sortable"
!Item
!class="unsortable"|Icon
!Cost
!Threat
!class="unsortable"|description
!class="unsortable"|info
|-
|id="C4" id="Composition_C-4"|Composition C-4
|[[file:C4.gif]]
|style="text-align: center;"|1
|50
|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.
|
|-
|id="Bag_of_C-4_Explosives"|Bag of C-4 Explosives
|[[file:Duffle_syndie.png]]
|style="text-align: center;"|8
|100
| 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.
|
|-
|id="Bag_of_X-4_Explosives"|Bag of X-4 Explosives
|[[file:Duffle_syndie.png]]
|style="text-align: center;"|4
|200
|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.
|
|-
|id="EMP_kit"|EMP Kit
|[[file:Syndibox.png]]
|style="text-align: center;"|2
|0
|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.
|
|-
|id="Detomatix PDA Cartridge" id="Detomatix"|Detomatix PDA Cartridge
|[[file:Pda cartrige.png]]
|style="text-align: center;"|6
|200
| 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.
|
|-
|id="Pizza_Bomb"|Pizza Bomb
|[[file:Pizza_bomb.gif]]
|style="text-align: center;"|6
|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!
|
|-
|id="Slipocalypse" id="Slipocalypse_Clusterbang"|Slipocalypse Clusterbang
|[[file:clusterbang.png]]
|style="text-align: center;"|3
|0
|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.
|
|-
|id="Syndicate_Bomb"|Syndicate Bomb
|[[file:Syndicate_Bomb.gif]]
|style="text-align: center;"|11
|300
|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.
|
|-
|id="Syndicate_EMP_Bomb"|Syndicate EMP Bomb
|[[file:Syndicate_Bomb.gif]]
|style="text-align: center;"|7
|300
|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.
|
|-
|id="Syndicate_Minibomb"|Syndicate Minibomb
|[[file:Syndicate_Minibomb.gif]]
|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.
|
|}
 
===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.
|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.
|
|-
|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.
|-
|No
|Disable Telecomms
|
|4
|150
|When purchased, a virus will be uploaded to the telecommunication processing servers to temporarily disable themselves.
|Can only be bought once.
|-
|No
|Trigger Stationwide Blackout
|
|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.
|}


===Double-bladed Energy Sword===
===Armor===
{{Item
{|class="wikitable sortable"
|bgcolor1 = #cccccc
!<abbr title="Can Nuclear operatives order this item?">Ops?</abbr>
|bgcolor2 = #cccccc
!Item
|name = Double-bladed Energy Sword
!class="unsortable"|Icon
|image = DualSaber.gif
!Cost
|foundin = Combining two Energy Swords
!Threat
|usedfor = SUPER mass murder, making security and all their stunning and lasers completely irrelevant.
!class="unsortable"|description
|strategy = Simply having this weapon active will completely ruin anyone who tries to shoot you with a taser.
!class="unsortable"|info
|description = The double energy sword is an immensely powerful weapon, capable of sending unarmored victims into critical in just 3 hits (and likely stunning them or knocking them unconscious long before that). Like the energy sword before it, 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 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.  
|-
}}
|style="text-align:center; background-color:#19A974;"|Yes
|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]]
|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]]
|2
|0
|Mod for a MODsuit that grants the user night vision.
|
|-
|Yes
|Plate compression MOD
|
|2
|0
|A module that lets the suit fit in backpacks, not compatible with storage modules or the Infiltrator MODsuit.
|
|-
|Yes
|Chameleon MOD
|
|2
|0
|A MODsuit module that lets the modsuit's control unit disguise as other objects, such as a backpack.
|
|-
|Yes
|Anti-Slip MOD
|
|2
|0
|A MODsuit module preventing the user from slipping on water.
|
|}


===Energy Dagger===
===Devices and Tools===
{{Item
<span style="color: #19A974;">'''All items available to nuclear operatives.'''</span>
|bgcolor1 = #cccccc
{|class="wikitable sortable"
|bgcolor2 = #cccccc
!Item
|name = Energy Dagger
!class="unsortable"|Icon
|image = Edagger.png
!Cost
|foundin = Ordered via syndicate uplink, costs 2 telecrystals
!Threat
|usedfor = Last resort combat.
!class="unsortable"|description
|strategy = Shove it in your PDA. Don't bring it out until you need it, because everyone knows only syndicates have energy blades.
!class="unsortable"|info
|description = It's a dagger that does 18 brute, but can be disguised and hidden like 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 and it's very cheap, so it's not a bad last resort, and unless people know you have it they're very unlikely to search your PDA pen.  
|-
}}
|id="Cryptographic_Sequencer"|[[Emag|Cryptographic Sequencer]]
|[[file:emag.gif|32px]]
|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.


===EMP Kit===
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.
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = EMP Kit
|image = Flashbangbox.png
|foundin = Ordered via syndicate uplink, costs 5 telecrystals
|usedfor = The disabling of technology, such as cameras, radios, etc.
|strategy = Best used aggresively against technology. If you wish to opt for a more stealthy approach, the [[#Cryptographic Sequencer|Cryptographic Sequencer]] is usually better. Note that emp grenades are the pretty much the only way to stop an approaching cyborg from afar as a traitor, unless you have access to an [[Ion rifle]].
|contents = [[file:Emp grenade.png]][[file:Emp grenade.png]][[file:injector.png]][[file:flashlight.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. The implanter functions the same, but after implanting it into yourself, it can be activated twice using the <nowiki>*</nowiki>grin emote. Also included is the EMP flashlight, which you can functions exactly like a regular flashlight. When you hit something with the flashlight, the item will act as if it was hit with an EMP. The flashlight constantly recharges, but only has around 4 uses before it needs to recharge. Other uses include draining the batteries of APCs, completely draining the batteries of sec equipment like stun batons and tasers, shocking 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 stun weaponry (as of right now, emp will only drain about 20% of a stunbatton's total charge, though) aside from flashes and flashbangs. They also stun cyborgs for a good deal of time.
}}


===Syndicate Minibomb===
Just like an ID card, you can hide it in a wallet along with 3 other cards/emags/doorjacks/lighters/holochips.
{{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 (at most for no more than two seconds) for a bit 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.
}}


==Ammunition==
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.
===Ammo 357===
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Ammo-357
|image = Ammo 357.png
|foundin = Ordered via syndicate uplink, costs 4 telecrystals. Also made in hacked autolathes, costs 50,000 metal units.
|usedfor = 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 [[Syndicate Items#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. 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.
}}


==Stealthy and Inconspicuous Weapons==
You can also put it on your ID slot and show it off like an ID card, but that doesn't really do anything.
===Sleepy Pen===
|
{{Item
|-
|bgcolor1 = #cccccc
|id="Airlock_Override" id="Airlock_Authentication_Override" id="Airlock_Authentication_Override_Card"|Airlock Authentication Override Card
|bgcolor2 = #cccccc
|[[file:Syndicate_doorjack.png]]
|name = "Pen"
|style="text-align: center;"|3
|image = Pen.png
|0
|foundin = Ordered via syndicate uplink, costs 3 telecrystals
|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.
|usedfor = Disabling people, making people look dead.
|strategy = This item will paralyze people; 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 one-use injector that looks like a pen. The pen injects [[Guide to chemistry#Mutetoxin|mutetoxin]] and [[Guide to chemistry#Sleeptoxin|sleeptoxin]] into people, preventing them from talking and causing them to fall over. They can still see and hear everything around them. The victim will survive if the attacker doesn't finish the job properly, and a dead body may not be easy to get rid of sometimes. Not available in [[Syndicate guide|nuke ops]].
}}


===Syndicate Soap===
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.
{{Item
*If it can be opened, opens it and breaks so it stays open.
|bgcolor1 = #cccccc
*If it can't be opened, just breaks so it stays closed.
|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 spacecleaner 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 faster than normal soap, making it handy for a quick cleanup.
}}


===Detomatix PDA Cartridge===
*Airlocks unable to be opened, due to such things as being bolted or welded shut cannot be bypassed with this card.  
{{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 go KABOOM!
|strategy = Use this to hurt your target from afar, or wait until you can see them, detonate their PDA, and quickly kill them! Be careful, as it can backfire!
|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 gib corpses, though). 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. In addition, there is a chance the cartridge will not work -- for instance on other syndicate PDAs -- or will feedback and blow up your own [[PDA]]. 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 [[PDA]]s into hand grenades. For syndicates, this cartridge has the blast door toggled 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.
}}


==Stealth and Camouflage Items==
Just like an ID card or an emag, you can hide it in a wallet along with 3 other cards/emags/doorjacks/lighters/holochips.
===Chameleon Jumpsuit===
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = "Jumpsuit"
|image = Chameleon jumpsuit.gif
|foundin = Ordered via syndicate uplink, costs 4 telecrystals
|usedfor = Making your jumpsuit look a different color
|strategy = Very useful for [[Syndicate guide|Nuke Agents]] who want to try a stealthy approach by disguising as a bunch of assistants.
|description = This jumpsuit's color can be changed into any other by using it. Unfortunately due to almost every job on the station also having matching shoes, backpacks, and exosuit slots it's actually pretty much completely useless outside of the assistant job. If hit by an EMP it will temporarily turn into a psychedelic jumpsuit which makes you very obvious to everyone around you.
}}


===Chameleon Stamp===
You can also put it on your ID slot and show it off like an ID card, but that doesn't really do anything.
{{Item
|
|bgcolor1 = #cccccc
|-
|bgcolor2 = #cccccc
|id="Camera_Bug"|SyndEye Program
|name = Chameleon Stamp
|[[file:camera_bug.gif]]
|image = Chameleon_Stamp.png
|style="text-align: center;"|1
|foundin = Ordered via syndicate uplink, costs 1 telecrystal
|0
|usedfor = Forging stamp marks.
|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!
|strategy = Get the HoP to approve of your all-access with a stamp from every head, the clown, and cargo!
|
|description = A stamp that can be activated to imitate an official Nanotrasen Stamp™. The disguised stamp will work exactly like the real stamp and will allow you to forge false documents to gain access or equipment; it can also be used in a washing machine to forge clothing. Unlikely to be useful outside of very slow rounds with a very uptight cargo or HoP.
|-
}}
|id="Syndie_toolbox" id="Fully_Loaded_Toolbox"|Fully Loaded Toolbox
|[[file:Syndicatetools.png]]
|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.
|Can be found offstation sometimes.
|-
|id="Adaptative_Cardboard_Cutouts"|Adaptive Cardboard Cutouts
|[[file:Syndibox.png]]
|style="text-align: center;"|1
|0
|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.
|
|-
|id="Decoy_Nuclear_Authentication_Disk"|Decoy Nuclear Authentication Disk
|[[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.
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
|[[file:flash.gif]]
|style="text-align: center;"|7
|0
|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.  


===No-Slip Syndicate Shoes===
Unlike an ordinary flash, this item can not break from EMP or repeated use. This flash does not stun people.
{{Item
|
|bgcolor1 = #cccccc
|-
|bgcolor2 = #cccccc
|id="Hypnotic_Grenade"|Hypnotic Grenade
|name = "Brown Shoes"
|[[file:flashbang.gif]]
|image = Brshoe.png
|style="text-align: center;"|12
|foundin = Ordered via syndicate uplink, costs 4 telecrystals.
|0
|usedfor = Non slip shoes.
|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.
|strategy = Use these shoes with a spray bottle of water, achieve victory.
|
|description = A pair of brown shoes. These shoes are nonslip but without the speed penalties the janitor's galoshes have. Extremely useful when paired with a spray bottle filled with water and an energy sword.
|-
}}
|id="Syndicate_Surgery_Duffelbag"|Syndicate Surgery Duffelbag
|[[file:Duffle_syndiemed.png]]
|style="text-align: center;"|4
|0
|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.
|Contains advanced surgery tools, which you normally cannot get without research.
|-
|id="Chest_Rig"|Chest Rig
|[[file:Chest_rig.png]]
|style="text-align: center;"|1
|0
|A robust seven-slot set of webbing that is capable of holding all manner of tactical equipment.
|
|-
|id="Syndicate_Tome"|Syndicate Tome
|[[file:Syndicate_tome.png]]
|style="text-align: center;"|5
|0
|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.
|18 damage is nothing to scoff at, but the real value here is the anti-magic which make this very valuable
when combating [[Blood Cult|cultists]], [[Heretic|heretics]], and [[Wizard|wizards]]!
|-
|id="Thermals" id="Thermal_Imaging_Glasses"|Thermal Imaging Glasses
|[[file:Optical_Thermal_Scanner.png]]
|style="text-align: center;"|4
|0
| 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
|[[file:Binary_encryption.png]]
|style="text-align: center;"|5
|0
|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.
|
|-
|id="Syndicate_Encryption_Key"|Syndicate Encryption Key
|[[file:Syndicate encryption.png]]
|style="text-align: center;"|2
|0
|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.'''
|
|-
|id="Hacked_AI_Upload_Module"|Hacked AI Upload Module
|[[file:circuitboard.png]]
|style="text-align: center;"|4
|300
|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.
|
|-
|id="Powersink"|Powersink
|[[file: Powersink.gif]]
|style="text-align: center;"|11
|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
|-
|id="Ominous_Beacon" id="Singularity_Beacon" id="Tesla_Beacon"|Ominous Beacon
|[[file:Beacon.gif]]
|style="text-align: center;"|10
|300
|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.
|
|-
|id="Briefcase_Launchpad"|Briefcase Launchpad
|[[file:Briefcase_launchpad.gif]]
|style="text-align: center;"|6
|0
| 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.


===Agent ID Card===
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.
{{Item
|
|bgcolor1 = #cccccc
|-
|bgcolor2 = #cccccc
|id="Radioactive_Microlaser"|Radioactive Microlaser
|name = Agent Identification Card
|[[file:Healthanalyzer.png]]
|image = Id_regular.png
|style="text-align: center;"|3
|foundin = Ordered via syndicate uplink, costs 3 telecrystals.
|0
|usedfor = Upon use, you can set its job title to anything and the card's name to anything. It's used to hide your identity.
|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.
|strategy = This card can be used by [[Game Mode#Nuclear|syndicate operatives]] and traitors to hide their identity. It comes pre-programmed with maintenance and syndicate access, but can steal more access by scanning other IDs. Wait in the HoP line and click people's IDs as they hand them over for ghetto all-access.
|
|description = This is a special ID card that makes you untrackable by the AI. You can forge any name and assignment on it and make it look more like a real ID, but the card will only have Maintenance and Syndicate access. You can click on other ID cards with it in your hand to copy the access of those cards, and you can do this multiple times. Good for when you are in deep shit or the AI is an idiot that likes to ruin your objective by watching you all the time (as opposed to doing its job.) Remember to wear it on your ID slot or it will not work.
|-
}}
|id="F.R.A.M.E._PDA_Cartridge"|F.R.A.M.E. PDA Cartridge
|[[file:Pda_cartrige.png]]
|style="text-align: center;"|4
|0
|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.
|
|-
|id="Syndiecate_Soap"|Syndicate Soap
|[[file:Synsoap.png]]
|style="text-align: center;"|1
|0
|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.
|
|-
|id="Protocol_Crab-17_Phone"|Protocol CRAB-17 Phone
|[[file:Suspicious_phone.png]]
|style="text-align: center;"|7
|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.
|-
|id="Polarized Contact Lenses"|Polarized Contact Lenses
|[[File:Syndicate_contacts.png]]
|style="text-align: center;"|3
|0
|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
|Provides great protection against [[Security Officer|Security]] and [[Revolutionaries|Revolutionaries.]]
|-
|Tram Remote Control
|
|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!
|
|-
|Failsafe Uplink Code
|
|1
|0
|When entered, your uplink will self-destruct immediately. Perfect for getting the last laugh on a security officer trying to log into your uplink.
|
|-
|Super Pointy Tape
|
|1
|0
|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.
|Useful to pair with remotely activated grenades.
|-
|Experimental Syndicate Teleporter
|[[File:Syndicate_teleporter.gif]]
!8
|0
|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.
|Very strong, especially for its price and given that it requires no threat. Perfect for getaways and break-ins.
|-
|Syndicate Autosurgeon
|
|5
|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.
|}


===Voice Changer===
===Implants===
{{Item
<span style="color: #19A974;">'''All items available to nuclear operatives.'''</span>
|bgcolor1 = #cccccc
{|class="wikitable sortable"
|bgcolor2 = #cccccc
!Item
|name = "Gas Mask"
!class="unsortable"|Icon
|image = gas mask.png
!Cost
|foundin = Ordered via syndicate uplink, costs 5 telecrystals.
!Threat
|usedfor = Changing your voice to match the one of the ID you're wearing.
!class="unsortable"|description
|strategy = Any regular gas mask obstructs your face, so no-one will know you're not the person which your ID says you are, but speak and it's all over. This mask protects your identity by changing your voice to the owner of the ID you're wearing. It's very useful.
!class="unsortable"|info
|description = It's a gasmask that changes your voice to whatever ID you are currently wearing, and also works like any gas mask too. You must use it to turn this ability on, or it won't do anything. Extremely useful when you have multiple IDs and want to reply to the crew and sow lies and confusion. Having a high-access headset, such as the HoS's or captain's, will let you make these orders and lies even more convincing. Can effectively allow you to impersonate almost anyone. It is however noticeable if you are wearing this and trying to impersonate a job which does not normally wear a gas mask, such as medical or most service jobs.
|-
}}
|id="Freedom_Implant"|Freedom Implant
|[[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.  
|
|}


===Chameleon Projector===
===Race Restricted===
{{Item
<span style="color: #FF4136;">'''No item available to nuclear operatives, as they are humans''' (AI door!). </span>
|bgcolor1 = #cccccc
{|class="wikitable sortable"
|bgcolor2 = #cccccc
!Item
|name = Chameleon Projector
!class="unsortable"|Icon
|image = Chameleon projector.gif
!Race
|foundin = Ordered via syndicate uplink, costs 7 telecrystals.
!Cost
|usedfor = Hiding as an item on the station.
!Threat
|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 bump into you. Move only when nobody's looking.
!class="unsortable"|description
|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 or runs into you 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.
!class="unsortable"|info
|-
|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.
|
|}


Alas, scanning a completed robot suit will only disguise you as a metal frame, so you can't impersonate a cyborg.
===Role Restricted===
}}
<span style="color: #FF4136;">'''No item available to nuclear operatives, they <s>do it for free</s> don't have jobs!'''</span>


===Camera Bug===
<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>
{{Item
{|class="wikitable sortable"
|bgcolor1 = #cccccc
!Item
|bgcolor2 = #cccccc
!class="unsortable"|Icon
|name = Camera Bug
!Role
|image = camera_bug.gif
!Cost
|foundin = Ordered via syndicate uplink, costs 2 telecrystals.
!Threat
|usedfor = Spying on people on cameras.
!class="unsortable"|description
|strategy = Bug the dorms, watch people <s>ERP</s> go braindead, announce it to everyone. (Alternatively, use it to know when people are in a certain area so you know when to detonate a bomb, sneak through and steal something, or murder someone.)
!class="unsortable"|info
|-
|Clumsiness Injector
|
| rowspan="8" |[[file:clown.png]]<br>[[Clown]]
|1
|0
|Gives anyone injected with it the clumsy mutation.
|
|-
|Ultra Hilarious Firing Pin
|
|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
|
|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: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]]
[[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]]
[[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]]
[[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
|
|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
|
|[[file:MedicalDoctor.png]]<br>[[Medical Doctor]],<br>[[file:Generic_cmo.png]]<br>[[Chief Medical Officer|CMO]], <br>[[file:roboticist.png]]<br>[[Roboticist]]
[[file:Scientist_generic.png]]<br>[[Scientist]]


|description = Enables you to bug cameras to view them remotely. It can view all cameras on the station, and specifically bugged cameras can be blown upIt can also track people.
[[Research Director|RD]]
|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
|
|Cook,
Mime
|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]]
|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 itOwners manual included.
   
|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
|
|QM,
Cargo


}}
tech
|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.


==Deviced and Tools==
===Cryptographic Sequencer===
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Cryptographic Sequencer
|image = Emag.png
|foundin = Ordered via syndicate uplink, costs 6 telecrystals.
|usedfor = Gaining entrance to restricted areas or lockers, unlocking hidden features in machinery, bending borgs to your will.
|strategy = Use this to open anything and everything. Causes sparks in the process and you will leave a trail of broken open doors, lockers, and other 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 hack many many things on the station. Also has several special function as it can hack cyborgs to serve you, cause multiple electronic items to malfunction and become deadly, and can really ruin an engineer's day.


[[Emag|See here for further info about what things can be hacked/opened by swiping them with an Emag.]]
Nothing stops the mail.
}}
|Use it with bombs.
|}


===Fully Loaded Toolbox===
===(Pointless) Badassery===
{{Item
<span style="color: #19A974;">'''All items available to nuclear operatives.'''</span>
|bgcolor1 = #cccccc
{|class="wikitable sortable"
|bgcolor2 = #cccccc
!Item
|name = "Suspicious Looking Toolbox"
!class="unsortable"|Icon
|image = Syndicatetools.png
!Cost
|foundin = Ordered via syndicate uplink, costs 1 telecrystal. There's also a couple found on the derelict space station.
!Threat Requirement
|usedfor = Obtaining tools
!class="unsortable"|description
|strategy = Useful in a pinch if the AI has bolted you in somewhere and you have no other way to escape.
!class="unsortable"|info
|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:CableCoils.png|link=cable coil]]
|-
|description = It's a suspicious looking toolbox, filled with ordinary tools. Except instead of an [[analyzer]], it comes with a [[multitool]] and [[cable coil]]. It's also slightly more robust than a regular toolbox.
|id="Syndicate_Playing_Cards"|Syndicate Playing Cards
}}
|[[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]]
|1
|0
|Contains 8 random stickers precisely engineered to resemble suspicious objects, which may or may not be useful for fooling crew.
|
|}


===Syndicate Space Suit===
=Nuclear Operatives special equipment=
{{Item
Below are items available exclusively to [[Nuclear Operative]]s.
|bgcolor1 = #cccccc
==Your Uplink==
|bgcolor2 = #cccccc
{|
|name = "Black and Red Space Suit"
|[[File:generic_nukesyndie.png]]
|image = Syndispacesuit.png
|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.  
|foundin = Ordered via syndicate uplink, costs 5 telecrystals. Also found on the derelict.
|}
|usedfor = Space travel
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.
|strategy = Use them only if you can't get a regular suit. Functions like any space suit but with fewer movement penalties, and can be stored in your backpack.
|description = A complete, red space suit and helmet. This suit's movement penalties are fewer than an EVA [[space suit]]! Useful if you need to hide in a vacuum. They can also hold a robust selection of items in suit storage.
}}


=== Thermal Imaging Glasses ===
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.
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = "Optical Meson Scanners"
|image = MGlasses.png
|foundin = Ordered via syndicate uplink, costs 6 telecrystals.
|usedfor = 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. Disguised as the green Optical Meson Scanners engineers often use. 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===
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Binary Encryption Key
|image = Encryption_key.png
|foundin = Ordered via syndicate uplink, costs 5 telecrystals.
|usedfor = Communicating with the [[AI]].
|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===
===Bundles===
{{Item
{|class="wikitable sortable"
|bgcolor1 = #cccccc
!Item
|bgcolor2 = #cccccc
!class="unsortable"|Icon
|name = "Standard Encryption Key"
!Cost
|image = Encryption_key.png
!class="unsortable"|description
|foundin = Ordered via syndicate uplink, costs 5 telecrystals.
!class="unsortable"|info
|usedfor = 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.
|id="Cybernetic_Implant_Bundle"|Cybernetic Implant Bundle
|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 .h before your text.
|[[file:Duffle_syndiemed.png]]
}}
|style="text-align: center;"|40
|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.
|-
|id="Medical_bundle"|Medical bundle
|[[file:Duffle_syndiemed.png]]
|style="text-align: center;"|15
|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#Omnizine|Omnizine]]
*15 units of [[Guide_to_chemistry#Leporazine|Leporazine]]
*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.  
|5 TC saved
|-
|id="Spetsnaz_Pyro_bundle"|Spetsnaz Pyro bundle
|[[file:Duffle_syndie.png]]
|style="text-align: center;"|30
|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]].
|12 TC saved. The backpack sprayer is kinda trash not gonna lie. '''For the love of god don't set your teammates on fire!!'''
|-
|Syndicate Induction Kit
|[[file:Syndibox.png]]
|10
|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.  
Contains:


===Artificial Intelligence Detector===
* One Ansem pistol
{{Item
* One 10mm AP magazine
|bgcolor1 = #cccccc
* One 10mm HP magazine
|bgcolor2 = #cccccc
* Energy Dagger
|name = "Multitool"
* Syndicate Headset
|image = Multitool.png
* Nuclear PDA
|foundin = Ordered via syndicate uplink, costs 1 telecrystal.
* Agent Card
|usedfor = Knowing when the AI is watching you.
* Space Suit and Helmet
|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.
* Jet Harness
|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. 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.
* Induction Implant
}}
|Total kit has a rough value of ~25 TC, though basically all of it is just things nuclear operatives get for free.


===Hacked AI Upload Module===
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Hacked AI Law Upload Module
|image = Circuitboard.png
|foundin = Ordered via syndicate uplink, costs 14 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 the 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 [[AI]]s would love to use any loophole it can find to kill you.
}}


===Plastic Explosive charge (C4)===
Normal crew members cannot get induced, and neither can ERTs. However, any other antagonist, including traitors, changelings, heretics, and even hypnoflashed people can!
{{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 5 seconds to set up, and requires you to be un-interrupted. You can also open the wiring with a screwdriver, allowing you to set a signaler to detonate instantly, among other things. Cannot be placed on mobs, so you can't just slap a brick on them and run.
}}


===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. 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's drained enough power, it explodes violently!
}}


===Singularity Beacon===
===Weapons and Weapon Kits===
{{Item
'''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.
|bgcolor1 = #cccccc
{| class="wikitable sortable"
|bgcolor2 = #cccccc
!Item
|name = "Ominous Beacon"
! class="unsortable" |Icon
|image = Beacon.gif
!Cost
|foundin = Ordered via syndicate uplink, costs 14 telecrystals.
! class="unsortable" |description
|usedfor = Attracting a loose singularity towards the beacon at a brisk pace.
! class="unsortable" |info
|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 and use an open hand to turn it on; the singularity beacon will attract the singularity towards it, if it is loose. Note that for it to be useful at all the singularity 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.  
| id="Bulldog_Shotgun" |Bulldog Shotgun
}}
|[[File:Nukeop case.png]]
[[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.


===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.
|description = The Syndicate Bomb has an adjustable timer with a minimum setting of 60 (BYOND) seconds. That's close to around 2 real life minutes. 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.
}}


==Implants==
The kit includes the bulldog shotgun and three spare standard magazines (four, if you count the loaded secondary magazine that comes with the gun).
===Freedom Implant===
{| class="wikitable sortable"
  {{Item
! class="unsortable" |icon
  |bgcolor1 = #cccccc
! class="unsortable" | name
  |bgcolor2 = #cccccc
! class="unsortable" | ammo types
  |name = Freedom Implant
!cost
  |image = Injector.png
|-
  |foundin = Ordered via syndicate uplink, costs 5 telecrystals.
|[[file:BuckshotBull.png]]
  |usedfor = Escaping an arrest.
| id="12g_Buckshot_Drum" |12g Buckshot Drum
  |strategy = Instantly uncuffing yourself so you can make your escape/kill the arresting officer.
| 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.
  |description = If you inject yourself with the implanter inside, you can instantly get out of handcuffs a limited number of times (Usually 1-2, maybe 3). This can be quite useful for a traitor, but it's nigh useless for the syndicate during nuke because most people just kill them on sight.  
| style="text-align: center;" | 2
}}
|-
  |[[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.


===Uplink Implant===
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Uplink Implant
|image = Injector.png
|foundin = Ordered via syndicate uplink, costs 20 telecrystals.
|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 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. Really good if you think you can do your objective without any syndicate items. In the case your target is a person, kill them and make sure they can't be cloned. In the case your target is an object, steal it and store it somewhere safe that you can retrieve from later. If you get captured, you can spawn yourself whatever items you need to break out.
}}


===Adrenal Implant===
The kit comes with three standard spare magazines.
  {{Item
{| class="wikitable sortable"
  |bgcolor1 = #cccccc
! class="unsortable" |icon
  |bgcolor2 = #cccccc
! class="unsortable" |name
  |name = Adrenal Implant
! class="unsortable" |ammo types
  |image = Injector.png
!cost
  |foundin = Ordered via syndicate uplink, costs 8 telecrystals.
|-
  |usedfor = Removing stuns, healing.
  |[[file:45Mag.png]]
  |strategy = Surprise arresting officers by popping right back up after being tased. Proceed to murder shocked arresting officers.
  | id=".45_Ammo_Magazine" |.45 Ammo
|description = 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.
|A 24-round .45 magazine for use in the [[#C-20r_Submachine_Gun|C-20r submachine gun]]. 35 raw damage.
}}
  | style="text-align: center;" |2
|-
|[[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.


==(Pointless) Badassery==
===Syndicate Bundle===
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = "Box"
|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 = Randomly 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.


Spawning a Syndicate Bundle will give you one of the following sets:
This comes as a single weapon, and with no spare ammunition.
{| class="wikitable sortable"
! class="unsortable" |icon
! class="unsortable" |name
! class="unsortable" | ammo types
!cost
|-
|[[file:A762.png]]
|7mm Box Magazine
|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.
| style="text-align: center;" | 2
|-
|[[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.


'''Spy'''
*Chameleon Jumpsuit
*Voice Changer
*Agent Card
*Agent Card


'''Stealth'''
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.
*Energy Crossbow
{| class="wikitable sortable"
*Sleepy Pen
! class="unsortable" |icon
*Chameleon Projector
! class="unsortable" |name
! class="unsortable" |ammo types
!cost
|-
|[[file:Sniper_ammo.png]]
| id=".50_Magazine" |.50 Magazine
|A 6-round magazine of .50 ammunition for the sniper rifle. Deals 70 damage, stuns, penetrates armor and destroys machinery on hit.
| style="text-align: center;" |2
|-
|[[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.
|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.
|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.


'''Operative'''
*2x Tank Transfer Valve Bombs
*Power Sink
*Syndicate Space Suit and Helmet


'''Guns'''
This comes as a single weapon, and with no spare ammunition.
*Revolver
{| class="wikitable sortable"
*Ammo .357
! class="unsortable" |icon
*Cryptographic Sequencer
! class="unsortable" |name
*C4 Plastic Explosive
! 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.


'''Murder'''
*Energy Sword
*Optical Thermal Scanner
*Cryptographic Sequencer
*No-Slip Shoes


'''Hacker'''
The case comes with three extra standard magazines for the Ansem
*Cryptographic Sequencer
{| class="wikitable sortable"
*Hacked AI Module
! class="unsortable" |icon
*Binary Encryption Key
! class="unsortable" |name
! class="unsortable" |ammo types
! cost
|-
|[[file:9mmaps.png]]
| id="Stechkin_Magazine" |10mm Ansem Magazine
|An additional 8-round 10mm magazine, compatible with the Ansem pistol. 40 raw BRUTE damage.
| style="text-align: center;" |2
|-
|[[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.
|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
|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.
|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.


'''Singularity'''
*Cryptographic Sequencer
*Singularity Beacon
*Syndicate Space Suit and Helmet


'''Dark Lord'''
The case also contains 2 extra magazines and a box of 4 rubber tipped grenades for the launcher.
*2x Energy Sword
{| class="wikitable sortable"
*Telekenesis SE Injector
! class="unsortable" |icon
*Agent Card
! class="unsortable" |name
*Dark Lord robes
! class="unsortable" |ammo types
!cost
|-
|[[file:5.56m_toploader_mag.png]]
|5.56mm Toploader Magazine
| An additional 30-round 5.56mm magazine;. Every time you call it a clip, god, kills a kitten. 35 damage, 30 AP.
| style="text-align: center;" |4
|-
|[[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.
|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.


'''Implant'''
*Freedom Implant
*Uplink Implant
*Adrenaline Implant
*EMP Implant (Functions like an EMP grenade centered on yourself)
*Explosive Implant (Gibs the implanted on death, similar to a nuclear operative's implant)
}}


===For showing that you are The Boss===
The case comes with a bouquet of three aditional HE rockets.
{{Item
{| class="wikitable sortable"
|bgcolor1 = #cccccc
  ! class="unsortable" |icon
  |bgcolor2 = #cccccc
  ! class="unsortable" |name
  |name = "Syndicate Balloon"
! class="unsortable" |ammo types
  |image = Balloon.png
!cost
  |foundin = Ordered via syndicate uplink, costs 20 telecrystals.
|-
  |usedfor = Looking fucking awesome.  
  |[[File:RL ammo.png]]
  |strategy = Buy this if you feel you can do your objectives without the use of syndicate items.
  |84mm HE Rocket
  |description = It's a red balloon with a white S on it. It does balloon type stuff such as floating and being filled with air. Shitcurity may arrest you for having one as they hate balloons and fun. Buy four in [[Nuke]] for the [[ban|GRAND PRIZE]].
|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]]
|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.
|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.
|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.
|3
|}
|
|-
|Energy Shield/Sword Case
|[[file:Eshield.png]]
[[File:Nukeop case.png]]
|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.


===Syndicate Surplus Crate===
Alternatively, you can buy the energy sword as a standalone item for 8TC under the "conspicuous weapons" section.
{{Item
|
|bgcolor1 = #cccccc
|-
|bgcolor2 = #cccccc
|Double-Bladed Energy Sword Case
|name = "Crate"
|[[File:Nukeop case.png]]
|image = GrayCrate.png
|18
|foundin = Ordered via syndicate uplink, costs 20 telecrystals.
|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.
|usedfor = Taking a gamble or getting tons of items.
There's also a prisoner jumpsuit on the case, though it lacks the protection of the turtleneck you start with.
|strategy = This can contain nearly everything on the uplink. If you want to take a gamble, buy it.
|
|description = 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's fun to buy if you have an easy objective or want to switch up your strategy.
|-
}}
|CQC Case
|[[File:Nukeop case.png]]
[[file:CQC_manual.png]]
|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.


='''Nuclear Strike Team'''=
On top of that, the case also contains a bandana, some omnizine cigarettes, and a stealth implant.
Items only available to [[Syndicate guide|syndicate operatives]] during [[Nuke]].
|
|-
| id="Flamethrower" | Flamethrower (*)
|[[file:Flamethrower.png]]
| style="text-align: center;" |15
|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.'''


===Teleporter Circuit Board===
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Teleporter Circuit Board
|image = Circuit_board.png
|foundin = Ordered via syndicate uplink, costs 40 telecrystals, only available to [[Syndicate guide|Nuclear Agents]].
|usedfor = Completing your shuttle's teleporter.
|strategy = Storming the station in a surprise attack! Go in all together or split up to different tracking beacons
|description = This circuit board will allow you to finish the teleporter in the shuttle you start in. Allows the operatives to skip the step of infiltrating the station from space in favor of direct insertion. Remember that this a one-way trip: you will not be able to teleport back onto the shuttle, especially with the nuke disk.
}}


===Viscerator Grenade===
Can be found in the base ordnance laboratory.
{{Item
|Identical to a craftable flamethrower.
|bgcolor1 = #cccccc
|-
|bgcolor2 = #cccccc
| id="Biohazardous_Chemical_Sprayer" | Biohazardous Chemical Sprayer (*)
|name = Viscerator Grenade
|[[file:Bio_chem_sprayer.png]]
|image = Delivery grenade.png
| style="text-align: center;" |15
|foundin = Ordered via syndicate uplink, costs 8 telecrystals, only available to Nuclear Agents.
|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.
|usedfor = Crowd Control.
|strategy = Essentially a tear gas grenade that can kill people, effective for clearing rooms.
|description = This grenade, when thrown, will disperse 5 manhack viscerators. They will proceed to chase and attack any nearby Non-Syndicate personnel. They deal a surprisingly good amount of damage over time but can be outrun easily. The grenade is fantastic in helping clearing out a crowd of crewmen. However, it is very 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.  
}}


===Syndicate Medical Supply Kit===
Found in the base bio-weapon laboratory.
{{Item
|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.
|bgcolor1 = #cccccc
|}
|bgcolor2 = #cccccc
(*) 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.
|name = Syndicate Medical Supply Kit
|image = Syndicate Medical Supply Kit.png
|foundin = Ordered via syndicate uplink, costs 9 telecrystals, only available to Nuclear Agents.
|usedfor = Healing your fellow operative.
|strategy = ???
|description = The syndicate medkit is a suspicious black and red. Included is a combat stimulant injector for rapid healing, a medical hud for quick identification of injured comrades, and other medical supplies helpful for a medical field operative.<br>Contais:
* [[File:Combat Stimulant Injector.png]] Combat Stimulant Injector; a modified air-needle autoinjector, used by operatives trained in medical practices to quickly heal injuries in the field. Contains a 60 unit mix of [[Doctor's Delight]] and [[Synaptizine]], injects 10 units at a time.
* [[Health Scanner HUD]]
* [[Lethal Injection Syringe]]
* [[Dermaline|Dermaline Pill]]
* [[Bicaridine|Bicaridine Pill]]
* [[Surgical Drill]]
* [[Stethoscope]]
}}


===Energy Shield===
=== Base keys ===
{{Item
'''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
|bgcolor1 = #cccccc
{| class="wikitable sortable"
|bgcolor2 = #cccccc
|+
|name = Energy Shield
!Item
|image = Eshield.png
!Icon
|foundin = Ordered via syndicate uplink, costs 16 telecrystals, only available to Nuclear Agents.
!Cost
|usedfor = Protecting yourself from energy weapons
!Description
|strategy = This is a very powerful asset, it will deflect all energy based 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 a 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.
|Syndicate Ordnance Laboratory Access Card
}}
|[[File:Syndicate labkey.png]]
|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]]
|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]]
|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]]
|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.
|}


===Stetchkin===
===Grenades and Explosives===
{{Item
{| class="wikitable sortable"
|bgcolor1 = #cccccc
! Item
|bgcolor2 = #cccccc
! class="unsortable" |Icon
|name = Stetchkin Pistol
!Cost
|image = Stetchkin.png
! class="unsortable" |description
|foundin = Issued to Syndicate Operatives for free, also available for Traitors.
! class="unsortable" |info
|usedfor = Killing people.
|-
|strategy = A free sidearm for Syndicate operatives and a cheap firearm for Traitors. Holds 8 rounds and deals 25 brute damage per round. Can be silenced with a attachment.
| id="Bioterror_Foam_Grenade" |Bioterror Foam Grenade
|description = The Stetchkin is a surprisingly reliable sidearm for Syndicate operatives. Each Operative is issued with this pistol for free, a additional magazine in their equipment locker and more magazines onboard their ship. This weapon is a four shot crit weapon, which by itself can be used to dispatch low threat targets or as a fallback weapon during combat. It can even be used as a primary weapon for extended periods to conserve ammo for other weapons, or paired with the Bulldog as a cheap C20r alternative.
|[[file:Grenade.png]]
}}
| style="text-align: center;" | 5
|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]]
| 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.
|
|-
| id="Fungal_Tubercolosis_Grenade" | Fungal Tuberculosis Grenade
|[[file:box.png]]
| style="text-align: center;" |12
| 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.
|
|-
| id="Viscerator_Delivery_Grenade" |Viscerator Delivery Grenade
|[[file:Delivery_grenade.png]]
| 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
|-
| id="Grenadiers_Belt" |Grenadier's Belt
|[[file:Combat_belt.png]]
| style="text-align: center;" |22
|A belt containing a large amount of assorted grenades. TO be specific, it contains:
* 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.
|
|-
| id="Big_Red_Button" |Syndicate Detonator
|[[file:Big_red_button.png]]
| style="text-align: center;" |3
|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'''.
|
|}


===Ammo-10mm===
=== MODsuits and Modules===  
{{Item
{| class="wikitable sortable"
|bgcolor1 = #cccccc
!Item
|bgcolor2 = #cccccc
! class="unsortable" |Icon
|name = Ammo-10mm
!Cost
|image = 10mmMag.png
! class="unsortable" |description
|foundin = Ordered via syndicate uplink, costs 1 telecrystal, also available for Traitors.
! class="unsortable" |info
|usedfor = Loading the Stechkin.
|-
|strategy = Lock and load.
| id="Elite_Syndicate_Hardsuit" | Elite Syndicate MODsuit
|description = A 8-round 10mm magazine for use in the Stechkin Pistol.
|[[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=]]
|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=]]
|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=]]
|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]]
|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


===Bulldog===
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Bulldog Shotgun
|image = Bulldog.png
|foundin = Issued to Syndicate Operatives for free, only available to Nuclear Agents.
|usedfor = Killing/Stunning people.
|strategy = A robust and free primary 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. Given to each Operative for free at mission start, this can make a excellent fallback weapon or a robust primary weapon by itself. While its suffers from the drawbacks of shotguns (unpredictable damage at range) it can nonetheless make a reliable and cheap alternative to other more expensive weapons. A Bulldog with stun shells and a Sketchin can make for a cheap alternative C20r SMG when strapped for telecrystals.
}}


===Ammo-12g Stun Slug===
'''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.'''
{{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.
|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 C20r, has unlimited range, deals 5 brute damage and stuns for the standard 10 second limit. 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 Sketchin pistol, it can make for a ok alternative to a C20r.
}}


===Ammo-12g Buckshot===
===Stealth and Camouflage Items ===
{{Item
{| class="wikitable sortable"
|bgcolor1 = #cccccc
!Item
|bgcolor2 = #cccccc
! class="unsortable" |Icon
|name = Buckshot Drum Magazine
!Cost
|image = BuckshotBull.png
! class="unsortable" |description
|foundin = Ordered via syndicate uplink, costs 2 telecrystal, only available to Nuclear Agents.
! class="unsortable" |info
|usedfor = Loading the Bulldog.
|-
|strategy = Lock and load.
| id="Stealthy_No-Slip_Chameleon_Shoes" |Stealthy No-Slip Chameleon Shoes
|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. 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.
|[[file:Brshoe.png]]
}}
| style="text-align: center;" |4
|The nuke ops version of [[#No-Slip_Chameleon_Shoes| chameleon no-slips]].
|
|}


===Ammo-12g Dragon's Breath===
===Devices and Tools===
{{Item
{| class="wikitable sortable"
|bgcolor1 = #cccccc
!Item
|bgcolor2 = #cccccc
! class="unsortable" | Icon
|name = Dragon Breath Drum Magazine
!Cost
|image = DragonBreathBull.png
! class="unsortable" |description
|foundin = Ordered via syndicate uplink, costs 3 telecrystal, only available to Nuclear Agents.
! class="unsortable" | info
|usedfor = Loading the Bulldog.
|-
|strategy = Lock and load.
| id="Syndicate_Jaws_of_Life" |Syndicate Jaws of Life
|description = A 8 round drum magazine for use in the Bulldog Shotgun. While slightly more expensive than the Buckshot Magazine, the 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.  
|[[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
|
|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
|
|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.
|
|}


===C20r SMG===
===Implants===
{{Item
All these items ship with an (auto) implanter; to use it, insert the implant in the implanter and use it inhand.
|bgcolor1 = #cccccc
{| class="wikitable sortable"
|bgcolor2 = #cccccc
!Item
|name = C20r SMG
! class="unsortable" |Icon
|image = C20r.png
!Cost
|foundin = Ordered via syndicate uplink, costs 14 telecrystals, only available to Nuclear Agents.
! class="unsortable" |description
|usedfor = Killing/Stunning people.
! class="unsortable" |info
|strategy = The signature weapon of Nuke Ops, it deals reliable damage and almost always knocks down the target.
|-
|description = Nuke Ops do not spawn with an SMG, they must buy it. It knocks the target down, similar to the detective's revolver, though chances are if you go down, you're not getting back up. Deals 20 brute damage per round with additional magazines costing 2 telecrystals. A reliable and robust weapon worthy of the reputation given to it and a worthy addition to your arsenal.
| 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]]
|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.
|
|}


===Ammo-12mm===
===Support===
{{Item
{| class="wikitable sortable"
|bgcolor1 = #cccccc
! Item
|bgcolor2 = #cccccc
! class="unsortable" |Icon
|name = Ammo-12mm
!Cost
|image = 12mmMag.png
! class="unsortable" |description
|foundin = Ordered via syndicate uplink, costs 2 telecrystal, only available to Nuclear Agents.
! class="unsortable" |info
|usedfor = Loading the SMG.
|-
|strategy = Lock and load.
| id="Dark_Gygax" |Dark Gygax
|description = A 20-round 12mm magazine for use in the C-20r submachine gun.
|[[file:DarkGygax.png]]
}}
| style="text-align: center;" |60
| 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.
|
|-
| id="Dark_Mauler" |Dark Mauler
|[[file:DarkMarauder.png]]
| style="text-align: center;" |100
|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).
|
|-
| id="Syndicate_Cyborg" |Syndicate Cyborg
|[[file:Syndieborg.png]]
| style="text-align: center;" |65
|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.


===C90gl Assault Rifle===
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.
{{Item
|
|bgcolor1 = #cccccc
|-
|bgcolor2 = #cccccc
| id="Reinforcements" |Reinforcements
|name = C90gl Assault Rifle
|[[file:Generic_nukesyndie.png]]
|image = C90gl.png
| style="text-align: center;" |25
|foundin = Ordered via syndicate uplink, costs 18 telecrystals, only available to Nuclear Agents.
|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.
|usedfor = Killing/Blowing up people.
|
|strategy = A alternative to the C20r, trades instant stunning for greater lethality and a attached grenade launcher.
|-
|description = Holding 30 rounds and dealing 35 damage per bullet, the C90 is aimed for operatives who want higher lethality with their firearm. While the C90 costs 4 more tc's than the C20, you gain a higher magazine size, a three shot crit weapon and a underslung grenade launcher. If you trust your aim this makes for a very worthy alternative to the C20r.
|Overwatch Reinforcement
}}
|[[File:Overwatch Agent.png]]
|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.
|
|}


===Ammo-5.45x39mm===
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Ammo-5.45x39mm
|image = 5.45mm.png
|foundin = Ordered via syndicate uplink, costs 2 telecrystal, only available to Nuclear Agents.
|usedfor = Loading the Assault Rifle.
|strategy = Lock and load.
|description = A 30-round 5.45x39mm magazine for use in the C-90gl assault rifle.
}}


===Ammo-40mm Grenade Box===
===(Pointless) Badassery===
{{Item
{| class="wikitable sortable"
|bgcolor1 = #cccccc
!Item
|bgcolor2 = #cccccc
! class="unsortable" |Icon
|name = Ammo-40 mm Grenade
!Cost
|image = 40mmGrenade.png
! class="unsortable" |description
|foundin = Ordered via syndicate uplink, costs 4 telecrystal, only available to Nuclear Agents.
! class="unsortable" |info
|usedfor = Loading the Assault Rifle.
|-
|strategy = Lock and load.
| id="Broken_Chameleon_Kit" |Broken Chameleon Kit
|description = A box containing four 40mm Grenades for use in the C-90gl assault rifle.
|[[file:Syndibox.png]][[file:Changeling.gif]]
}}
| style="text-align: center;" | 4
|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.
|
|}


===L6 SAW===
=Clown Operative Equipment=
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = L6 SAW
|image = L6machinegun.png
|foundin = Ordered via syndicate uplink, costs 40 telecrystals, only available to Nuclear Agents.
|usedfor = Mowing down people.
|strategy = An expensive investment, designed for consistent and powerful fire support for assault teams.
|description = Holds the most ammo of any gun available: 50 rounds dealing 60 brute damage each. Two good shots on someone and they're down. Its heavy investment cost means at most only a single weapon will be used by the Ops if any at all. Most nuke op teams prefer to invest in a Mech or Cyborg over the L6 due to the heavy risk of the L6 user being knocked down and having the weapon turned on the team, and just the heavy cost in general. The operative using the L6 SAW should remain close to their team and not move alone and risk losing the gun.
}}


===Ammo-7.62×51mm===
'''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.
  {{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Ammo-7.62×51mm
|image = A762.png
|foundin = Ordered via syndicate uplink, costs 12 telecrystals, only available to Nuclear Agents.
|usedfor = Loading the L6 SAW.
|strategy = Lock and load.
|description = A 50-round magazine of 7.62×51mm ammunition for use in the L6 SAW machinegun. By the time you need to use this, you'll already be on a pile of corpses.
}}


===Flamethrower===
'''Here are some of the biggest changes from the normal operative kit:'''
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Flamethrower
|image = Flamethrower.png
|foundin = Ordered via syndicate uplink, costs 11 telecrystals, only available to Nuclear Agents.
|usedfor = Burning people.
|strategy = ???
|description = A flamethrower, fueled by a portion of highly flammable biotoxins stolen previously from Nanotrasen stations. Make a statement by roasting the filth in their own greed. Use with caution.
}}


===Biohazardous Chemical Sprayer===
{| class="wikitable" style="text-align: center;"
{{Item
|'''Absolutely no guns!'''
|bgcolor1 = #cccccc
|'''You can use: ...'''
|bgcolor2 = #cccccc
|-
|name = Biohazardous Chemical Sprayer
|[[file:bulldog.png]][[file:c20r.png]][[file:sniper.png]]
|image = Chem sprayer.png
|[[file:Pie_cannon.png]] The pie cannon! <br> [[file:fake_c20r.png]][[file:fake_SAW.png]] Foam weapons! <br> [[file:paperplane.png]] Origami!
|foundin = Ordered via syndicate uplink, costs 20 telecrystals, only available to Nuclear Agents.
|-
|usedfor = Subduing crew members via massive amounts of chemicals.
|'''No energy sword/shield!'''
|strategy = Don't bother using it if your target(s) has/have internals. It causes many maladies, (Blindness, Dizziness, Knockout, Mutation), to those who ingest the reagents, however.
|'''Bananium weapons!'''
|description = A chemical sprayer that allows a wide dispersal of selected chemicals. Especially tailored by the Tiger Cooperative, the deadly blend it comes stocked with will disorient, damage, and disable your foes... Use with extreme caution, to prevent exposure to yourself and your fellow operatives.<br>Contains:
|-
* 150 units of Spore Toxin, a liquid which blocks vision when ingested.
|[[file:sword.gif]][[file:DoubleESword.png]][[file:eshield.png]]
* 150 units of [[Cryptobiolin]]
|[[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!
* 150 units of [[Unstable Mutagen]]
|-
* 150 units of [[Chloral Hydrate]]
|'''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!!'''
|}


===Syndicate Detonator===
[[Category:Objects]]
{{Item
[[Category: Weapons]]
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Syndicate Detonator<br>"Big red button"
|image = Big red button.png
|foundin = Ordered via syndicate uplink. It costs 3 telecrystal, and is only available to Nuclear Agents. They, however, start with one available anyway.
|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. 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.
}}


===Dark Gygax===
'''CURRENTLY UNUSED EQUIPMENT'''
{{Item
<div style="text-align: left; max-width: 95%">{{#tag:tab|
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Dark Gygax
|image = DarkGygax.png
|foundin = Ordered via syndicate uplink, costs 90 telecrystals, only available to Nuclear Agents.
|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. Boasting a decent movement speed, an Ultra AC2 machinegun that will knock down anyone it hits, a grenade launcher that fires flashbangs, and a personal teleportation device, this mech proves to be as powerful as anything the operatives can bring to bear. However, it is extremely vulnerable to an ion gun, 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 with mass laser fire or a ton of explosives. The main weakness of the mech is that it has lesser armor than other mechs and that its weapons all require ammunition which can run out and cannot be replenished. However, it can still activate its leg actuator overload function to chase you down and beat you to a pulp, or retreat after taking damage.
}}


===Dark Mauler===
===Contract Kit===
{{Item
A special kit for traitors only. '''CURRENTLY REMOVED FROM THE CODE. YOU CAN NO LONGER BUY THE CONTRACTOR KIT.'''
{{anchor|Contract Kit}}
{{Item
  |bgcolor1 = #cccccc
  |bgcolor1 = #cccccc
  |bgcolor2 = #cccccc
  |bgcolor2 = #cccccc
  |name = Dark Mauler
  |name = "Contract Kit"
  |image = DarkMarauder.png
  |image = Contract uplink.gif
  |foundin = Ordered via syndicate uplink, costs 140 telecrystals! Only available to Nuclear Agents.
  |foundin = Ordered via syndicate uplink, costs 20 telecrystals.  
  |usedfor = Heavy Assault Platform.
  |usedfor = Completing kidnapping contracts for TC-rewards.  
  |strategy = For when you need to absolutely annihilate anything in your way, accept no substitute.
  |strategy = A high risk, high reward choice for a traitor who wants a real challenge.
  |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 Solaris Heavy Laser Cannon, a SRM8 Missile Rack, a Power Relay for infinite power and additional armor layers, this monster can destroy the station 10-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 also be locked down by the AI by bolting doors, forcing it to expend its limited missiles to blast open a path. Just don't let it corner you or prepare to be bombed back to the stone age.
  |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.
}}


===Syndicate Cyborg===
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.
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Syndicate Cyborg
|image = Syndieborg.png
|foundin = Ordered via syndicate uplink, costs 50 telecrystals. Only available to Nuclear Agents.
|usedfor = 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. It comes standard issue with a Laser Gun, Energy Crossbow, Emag, Energy Sword and a Jetpack. It also comes with a 25,000W power cell. All of its modules use 100 power for every use except the Energy Sword which uses 500 on use. The Syndiborg is a powerful ally as it is unstunnable by most methods allowing it to lead the attack with impunity. It is easy to repair on the field with a welder, and it can Emag other Cyborgs to turn them against the station! It also has the ability to listen to the Binary Channel and interact with doors like a normal borg, allowing it to unbolt or shock them! Similarly, it does not trigger any motion alarms, allowing it to quickly and easily destroy AIs before they have a chance to scream.


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.
}}


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 five different purchases available:
* '''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.
* '''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.


[[Category:Objects]]
====[[File:Contractor_baton_retracted.png]]Contractor Baton[[File:Contractor_baton_extended.png]]====
[[Category: Weapons]]
This baton comes in every contract kit. Use in hand to extend or retract. Fits in a pocket when retracted. If extended:<br>
{{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>
{{Rightclick}} Simply deals 16 brute damage with no cooldown.
}}
|dropdown|collapsed=true|closename=Click to retract|openname=Click to expand}}</div>

Текущая версия от 16:30, 11 ноября 2024

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Эта статья содержит непереведённую информацию.


Syndicate Items

This is a hopefully comprehensive list of all the items Traitors and Nuclear Operatives can obtain through their uplink by paying Telecrystals.
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.
The second section Contains items exclusive to nuclear operatives.


Your Uplink

Traitor.png Traitors by default have their PDA Normalpda.gif serve as their uplink. This can be changed through game preferences into your headsetHeadset.png, your pen Pen.png or a pre-installed uplink implant 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.

Remember, there are discounts!: 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

Ops? Предмет Icon Цена Угроза description info
Yes Raw Telecrystals 1 0 Вы можете напрямую достать телекристалы из своего аплинка, чтобы внести на другой аплинк. Полезно для обмена с другими предателями, или же добавления в имплант аплинка.
No Syndie-Kit Tactical Syndibox.png 20 300 Набор снаряжения Синдиката общей стоимостью больше 25 телекристалов, может содержать предметы, отсутствующие в стандартном аплинке. Все наборы базируются на определенной тематике. Вы можете купить лишь один набор, и вы не сможете выбрать какой набор получить. многие наборы содержат ключи шифрования Синдиката, для координации с другими агентами или прослушивания системы коммуникации станции. Наборы отличаются по своей полезности, некоторые менее желанные, чем другие.
Name Contents Notes Weight
Recon X-ray goggles, bluespace launchpad, binoculars, syndicate spacesuit, EMP flashlight, 2 frag grenades,

syndicate encryption key.

Единственный способ получить рентгеновское зрение, даёт невероятное преимущество. 2
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

Спроектирован для скрытности и разных хитростей. 3
Stealth Energy bow, sleepy pen, radioactive microlaser, chameleon projector, syndie soap, thermal goggles, EMP flashlight,

radio jammer, syndicate encryption key

Вариативный и хорошо подходящий для убийств. 2
Gun .357 Revolver, 2 speedloaders, chameleon holster, airlock override card, C4, and an outfit and clown mask. Идеален в своей простоте. Пристрели экипаж. 2
Screwed Syndicate bomb, minibomb, power sink, syndicate spacesuit, syndicate encryption key Будет плохо или тебе, или станции. 2
Murder Energy sword, thermal goggles, airlock override card, chameleon no-slips, minibomb, syndicate encryption key Любишь причинять людям боль? 2
Implants Freedom implant, uplink implant, EMP implant, explosive implant, storage implant. В импланте аплинка уже есть 10 телекристалов. Осторожнее с имплантом подрыва. 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.

Заставь ИИ или киборгов делать грязную работу за тебя. 3
Sabotage 3 C4, 2 X4, camera bug, power sink, DETOmatix cartridge, syndicate toolbox, pizza bomb, EMP kit. Полный хаос и разруха. Кроме того, сумка со взрывчаткой очень вместительная и не замедляет, если вы не прочь носить синдикатовское снаряжение у всех на виду. 3
Sniper Sniper rifle, penetrator magazine, thermal goggles, and an outfit and clown mask. Снайперская винтовка обычно доступна только ядерным оперативникам, так что дополнительные патроны купить не выйдет. 1
Meta Ops Syndicate modsuit, bulldog shotgun, two shotgun magazines, explosive implant, 2 C4, airlock override card,

cryptographic sequencer.

Вы будете целью номер один для станции, так как теперь у вас статус молодого ядерного оперативника. Имейте в виду, что дробовик из набора может использоваться не только агентами, не дайте застрелить себя вашим же оружием. 1
Подходит для тех, кто не знает, какое снаряжение им нужно, но все же хочет иметь солидный набор мощного снаряжения синдиката.

Можно купить только один.

No Syndie-Kit Special Syndibox.png 20 300 Набор снаряжения Синдиката общей стоимостью больше 25 телекристалов, может содержать предметы, отсутствующие в стандартном аплинке. Все наборы базируются на определенной тематике. Вы можете купить лишь один набор, и вы не сможете выбрать какой набор получить. Это специализированные наборы, заполненные необычными вещами, некоторые из которых достать другим путём невозможно!
Name Contents Notes
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.

Взболтать, но не смешивать. Станьте классическим тайным агентом. Или отравите еду и пристрелите тех, кто пытается вам помешать. 2
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

Катана невероятно смертоносна и справится практически с кем угодно в ближнем бою. Используйте сочетание оружия и скрытного снаряжения, чтобы убить цель и тут же исчезнуть. 1
Dark Lord Dual energy sword, telekinesis mutator, dark robes, agent ID, no-slip shoes, lightning bolt spellbook, summon item spellbook УЗРИ СИЛУ ТЁМНОЙ СТОРОНЫ. Стань настоящим лордом ситхов. Не забудьте применить заклинание возврата к мечу, чтобы вас не зарезали им же. 1
White Whale,

Holy Grail

Harpoon gun and quiver, spaceproof carp outfit, carp grenade, dehydrated carp. Гарпун втыкается в людей и невероятно эффективен для убийств. Захватите станцию для космических карпов. 2
Mad Scientist Labcoat, boots, megaphone, two random cluster grenades, bioterror foam grenade, four signallers, syndicate toolbox,

energy dagger, portal gun, decloner gun.

Несколько необычных вещей, несущих хаос. Кластерные гранаты со случайным содержимым варьируются от бесполезных до невероятно разрушительных. 2
Bees Bee costume and gear, two bee grenades, beesease disease bottle, bee sword. Пчелиный меч наносит не слишком много урона, но бьет очень быстро и вводит токсины в цель. Пчелиная граната выпускает рой смертоносных пчёл, а кейс с пчёлами заражает людей, заставляя тех выкашливать еще больше пчёл. Пчёлы! 1
Mr Freeze Cold outfit, chameleon mask, four gluon grenades, geladikinesis injector, cryokinesis injector, freezing gun, cryo gun,

blue energy sword.

Превратите любую станцию в Icebox. Станьте бичом ящеров. Полностью нивелируется ассистентом пьющим кофе. 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.

Старая школа. Покажите собакам Нанотрейзен как это делалось в былые дни. Плачьте о том что airlock override card и cryptographic sequencer когда то были одной вещью. 1
Подходит для тех, кто не знает, какое снаряжение им нужно, но все же хочет иметь солидный набор мощного снаряжения синдиката.

Можно купить только один.

No Syndicate Surplus Crate GrayCrate.png 20 0 Содержит случайные предметы на сумму в 30 телекристалов, не зависящие от уровня репутации. Изменить одержимое у вас не получится, но вы получите больше, чем заплатили . Хорошая цена, хотя в конечном итоге вы можете получить кучу мусора или вещей, которые вам некуда применить. Покупка единоразовая. Никаких возвратов! Подходит для азартных людей, хотя, вероятно, вам лучше потратить свои телекристалы на что-нибудь другое.
No United Surplus Crate Syndicrate.png 20 300 Содержит предметы на колоссальную сумму в 80 телекристалов, с одной оговоркой - ящик заперт, любые попытки взлома приведут к детонации вместе со всем содержимым. единственный способ открыть- использовать United Surplus Crate Key, но помните, агент может купить лишь один из этих предметов. Придётся договариваться или забирать силой у другого агента один из этих предметов. Хорош для кооперативных предателей, еще лучше для коварных. Очень ценный.
No United Surplus Crate Key Syndicrate key.png 20 300 Открывает United Surplus Crate, позволяя получить доступ к хранящимся в нем сокровищам. Нельзя купить вместе с United Surplus Crate. Придётся договариваться или забирать силой у другого агента один из этих предметов. Хорош для кооперативных предателей, еще лучше для коварных. Очень ценный.

Conspicuous and Dangerous Weapons

Note: the ammo category has been rolled into the weapon's tables for efficiency sake.

Ops? Item Icon Cost Threat description info
Yes Box of Throwing Weapons Syndie box.png 3 100 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.
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
Yes Energy Sword Sword.gif 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.

Yes Double-bladed Energy Sword Desword.gif 16 300 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, 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 disabler shots. This sword is not unstoppable, however; other methods of stunning or disabling you can allow others to steal it and use it against you. 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. 25+ players only.
Yes Gloves of the North Star North star.png 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!!
No Holoparasite injector kit Syndibox.png 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.
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!
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.
25+ players only
Yes Power fist Powerfist.png 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.
Yes Makarov Pistol Stetchkin.png 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.
icon name ammo types cost rep
10mmMag.png 9mm Handgun Magazine 30 raw damage 1 100
10mmmagfire.png 9mm Incendiary Handgun Magazine 15 raw damage, adds 2 firestacks 2 300
10mmmagAP.png 9mm Armor Piercing Magazine 27 raw damage, 40 AP 2 300
10mmmaghollow.png 9mm Hollow Point Magazine 40 raw damage, -50 AP 3 300
Formerly named Stechkin. Can be found off station sometimes.
Yes .357 Revolver Revolver.png 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.
icon name ammo types cost threat
357 speedloader.png .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. 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.
Yes Toy Gun with Riot Darts Toy gun.png 2 0 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.}}
icon name ammo types cost threat
Foambox riot.png 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. 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.

Stealthy and Inconspicuous Weapons

Ops? Item Icon Cost Threat Description Info
No Contractor Baton Contractor baton extended.png 7 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.
Can only be purchased once.
Yes Dart Pistol Dart pistol.png 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.
Just like the normal syringe gun, it can be horrifically deadly if you know your chemistry.
See toxin for ideas of what to load this with. Otherwise pairs nicely with the poison kit
Yes Dehydrated Space Carp Carp plush.png 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
Yes Energy Dagger Edagger.gif 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. Remember they usually only have to hit you once with their stun baton.
No Martial Arts Scroll Sleeping carp scroll.png 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.

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 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 basic interaction. Example: To perform Crashing Wave Kick you Harm action.pngTurn on Боевой режим Combat 32.pngВключается при помощи клавиши 4, выключается при помощи клавиши 1 или может быть переключен при помощи клавиши F при стандартной раскладке. Нажатие левой кнопки на людей пустой рукой с включённым боевым режимом приведёт к удару Harm 32.png или приведёт к помощи Help 32.png если он отключен. Также позволяет вам не меняться местами с человеком или толкнуть вас если вы столкнулись. and then left-click. a person while on Боевой режим Combat 32.pngВключается при помощи клавиши 4, выключается при помощи клавиши 1 или может быть переключен при помощи клавиши F при стандартной раскладке. Нажатие левой кнопки на людей пустой рукой с включённым боевым режимом приведёт к удару Harm 32.png или приведёт к помощи Help 32.png если он отключен. Также позволяет вам не меняться местами с человеком или толкнуть вас если вы столкнулись. to attack them once, then spam Rightclick.pngПростой правый клик. Не имеет значения включен или выключен Боевой режим Combat 32.pngВключается при помощи клавиши 4, выключается при помощи клавиши 1 или может быть переключен при помощи клавиши F при стандартной раскладке. Нажатие левой кнопки на людей пустой рукой с включённым боевым режимом приведёт к удару Harm 32.png или приведёт к помощи Help 32.png если он отключен. Также позволяет вам не меняться местами с человеком или толкнуть вас если вы столкнулись.. 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.

Combo name Combo Effect Attack message
Crashing Wave Kick Harm action.png Harm 32.pngВключите Боевой режим Combat 32.pngВключается при помощи клавиши 4, выключается при помощи клавиши 1 или может быть переключен при помощи клавиши F при стандартной раскладке. Нажатие левой кнопки на людей пустой рукой с включённым боевым режимом приведёт к удару Harm 32.png или приведёт к помощи Help 32.png если он отключен. Также позволяет вам не меняться местами с человеком или толкнуть вас если вы столкнулись. и затем используйте левый клик на человека пустой рукой. Rightclick.png Disarm 32.pngПравый клик по человеку пустой рукой. Неважно включен или выключен Боевой режим Combat 32.pngВключается при помощи клавиши 4, выключается при помощи клавиши 1 или может быть переключен при помощи клавиши F при стандартной раскладке. Нажатие левой кнопки на людей пустой рукой с включённым боевым режимом приведёт к удару Harm 32.png или приведёт к помощи Help 32.png если он отключен. Также позволяет вам не меняться местами с человеком или толкнуть вас если вы столкнулись.. Launch people brutally across rooms, and away from you. Deals 15 brute. X kicks Y square in the chest, sending them flying!
Keelhaul Rightclick.png Disarm 32.pngПравый клик по человеку пустой рукой. Неважно включен или выключен Боевой режим Combat 32.pngВключается при помощи клавиши 4, выключается при помощи клавиши 1 или может быть переключен при помощи клавиши F при стандартной раскладке. Нажатие левой кнопки на людей пустой рукой с включённым боевым режимом приведёт к удару Harm 32.png или приведёт к помощи Help 32.png если он отключен. Также позволяет вам не меняться местами с человеком или толкнуть вас если вы столкнулись.. Rightclick.png Disarm 32.pngПравый клик по человеку пустой рукой. Неважно включен или выключен Боевой режим Combat 32.pngВключается при помощи клавиши 4, выключается при помощи клавиши 1 или может быть переключен при помощи клавиши F при стандартной раскладке. Нажатие левой кнопки на людей пустой рукой с включённым боевым режимом приведёт к удару Harm 32.png или приведёт к помощи Help 32.png если он отключен. Также позволяет вам не меняться местами с человеком или толкнуть вас если вы столкнулись.. Kick opponents to the floor, dealing 4 seconds of 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!

X kicks Y in the head!

Gnashing Teeth Harm action.png Harm 32.pngВключите Боевой режим Combat 32.pngВключается при помощи клавиши 4, выключается при помощи клавиши 1 или может быть переключен при помощи клавиши F при стандартной раскладке. Нажатие левой кнопки на людей пустой рукой с включённым боевым режимом приведёт к удару Harm 32.png или приведёт к помощи Help 32.png если он отключен. Также позволяет вам не меняться местами с человеком или толкнуть вас если вы столкнулись. и затем используйте левый клик на человека пустой рукой. Harm action.png Harm 32.pngВключите Боевой режим Combat 32.pngВключается при помощи клавиши 4, выключается при помощи клавиши 1 или может быть переключен при помощи клавиши F при стандартной раскладке. Нажатие левой кнопки на людей пустой рукой с включённым боевым режимом приведёт к удару Harm 32.png или приведёт к помощи Help 32.png если он отключен. Также позволяет вам не меняться местами с человеком или толкнуть вас если вы столкнулись. и затем используйте левый клик на человека пустой рукой. Deal additional damage every second punch. 20 damage. Precisely kick, brutally chop, cleanly hit or viciously slam.
25+ players only
No Mini Energy Crossbow Ebow.png 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, knocks down for 1 second, and blurs the vision of the target. It takes two hits to stamcrit someone unless they have armor. 25+ players only
No Boxed Origami Kit Syndibox.pngOrigami book.png 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.
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 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.
Yes Poison Kit Syndibox.png 6 0 This kit contains 30u bottles of Polonium, Venom, Fentanyl, Formaldehyde, Cyanide, Histamine, Initropidil, Pancuronium, Sodium Thiopental, Coniine, Spewium, Curare and 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.
Poison Damage Type Effect Metabolism Rate
Polonium Radiation Almost instantly irradiates a victim. 0.05 units per tick
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 Histamine. 0.1 units per tick
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
Formaldehyde Toxin Causes a 1 Toxin damage per tick. Has a 5% chance to turn into 5 to 15 units of Histamine. Preserves corpses from organ decay. 0.2 units per tick
Cyanide Toxin, oxyloss Deals 1.25 toxin damage per tick, with 8% chance to 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
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
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
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
Sodium Thiopental Knockout and Stamina Knocks you out after 10 cycles, and deals 10 stamina damage per tick. Similar to Chloral Hydrate but longer lasting and can't kill you. 0.3 units per tick
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 Lexorin. 0.024 units per tick
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
Curare Paralyzation, Oxygen, and Toxin Paralyzes you after 11 cycles, while dealing 1 oxyloss and 1 toxic damage. Metabolizes slowly; very lethal. 0.05 units per tick
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
Pairs well with the Dart Pistol. Otherwise, it might be worthwhile poisoning the chef's food while he isn't looking.
Yes Romerol Syndibox.png 25 N/A 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.
No Sleepy Pen Pen.png 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 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. Have a plan to keep them from fleeing or killing you while you wait for the drugs to kick in.
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.
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.
Yes Universal Suppressor Universal suppressor.png 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.
Yes Syndicate Holster Syndicate holster.png 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.

Grenades and Explosives

All items available to nuclear operatives.

Item Icon Cost Threat description info
Composition C-4 C4.gif 1 50 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.
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.
Bag of C-4 Explosives Duffle syndie.png 8 100 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.
Bag of X-4 Explosives Duffle syndie.png 4 200 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 Syndibox.png 2 0 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.
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.
EMPing a group of security officers can disable half their arsenal, and the grenades are invaluable against silicons.
Detomatix PDA Cartridge Pda cartrige.png 6 200 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).
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.
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.


For syndicate operatives, this cartridge also has the blast door toggle function for the syndicate shuttle, allowing you to open the door when the person with the military PDA has died horribly.

Pizza Bomb Pizza bomb.gif 6 300 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!
Slipocalypse Clusterbang Clusterbang.png 3 0 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.
Syndicate Bomb Syndicate Bomb.gif 11 300 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.
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.
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.
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.
Syndicate EMP Bomb Syndicate Bomb.gif 7 300 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.
Syndicate Minibomb Syndicate Minibomb.gif 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 IED on a corpse.

Stealth and Camouflage Items

Ops? Item Icon Cost Threat description info
No Chameleon Kit Syndibox.png 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.
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.
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!
No No-Slip Chameleon Shoes Brshoe.png 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.
Yes Agent ID Card Id regular.png 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.
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.
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.
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 wildcard slots you can fill this way: 3 at common, 1 at command and 1 at captain level.
Yes Chameleon Projector Chameleon projector.gif 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.
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.
Yes Artificial Intelligence Detector Multitool.png 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.
Yes Smuggler's Satchel Smuggler.png 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.
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.
Satchel contents used to persist between rounds, but people abused that feature hard.
Yes Stimpack Stimulant medipen.png 5 0 This stimulant medipen comes loaded with 50u Stimulants, which will heavily increase your run speed, reduce stuns and give a small heal over time.
No Mulligan Syringe.png 4 0 This syringe comes loaded with a Mulligan Toxin that will randomize your appearance and identity, permanently.
Yes EMP Flashlight Flashlight.png 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.
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.
Yes Radio Jammer Radio jammer.png 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.
Yes Codespeak Manual Red book.png 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.
Yes GLA Brand Mail counterfeit Device Mail counterfeit device.png 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.
No Disable Telecomms 4 150 When purchased, a virus will be uploaded to the telecommunication processing servers to temporarily disable themselves. Can only be bought once.
No Trigger Stationwide Blackout 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.

Armor

Ops? Item Icon Cost Threat description info
Yes Syndicate Space Suit Syndi suit.png 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.
Resistances: melee = 40, bullet = 50, laser = 30, energy = 15, bomb = 30, bio = 30, rad = 30, fire = 80, acid = 85.
No Syndicate MODsuit Syndiemod inactive.png 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

Nukies can't actually buy this.
Yes Elite Syndicate MODsuit 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

No Infiltrator MODsuit Infiltrator case.png 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!!!
Yes Thermal Vision MOD Thermal visor.png 3 0 Mod for a MODsuit that grants the user thermal vision.
Yes Night Vision MOD Night visor.png 2 0 Mod for a MODsuit that grants the user night vision.
Yes Plate compression MOD 2 0 A module that lets the suit fit in backpacks, not compatible with storage modules or the Infiltrator MODsuit.
Yes Chameleon MOD 2 0 A MODsuit module that lets the modsuit's control unit disguise as other objects, such as a backpack.
Yes Anti-Slip MOD 2 0 A MODsuit module preventing the user from slipping on water.

Devices and Tools

All items available to nuclear operatives.

Item Icon Cost Threat description info
Cryptographic Sequencer Emag.gif 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 (electromagnetic 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.

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.

You can also put it on your ID slot and show it off like an ID card, but that doesn't really do anything.

Airlock Authentication Override Card Файл:Syndicate doorjack.png 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.

  • If it can be opened, opens it and breaks so it stays open.
  • If it can't be opened, just breaks so it stays closed.
  • Airlocks unable to be opened, due to such things as being bolted or welded shut cannot be bypassed with this card.

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

You can also put it on your ID slot and show it off like an ID card, but that doesn't really do anything.

SyndEye Program Camera bug.gif 1 0 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!
Fully Loaded Toolbox Syndicatetools.png 1 0 It's a suspicious looking toolbox, filled with useful tools. Contains:a Screwdriver tool.png, aWrench.png, a Welder.png, a Crowbar.png, aMultitool.png, some Wirecutters.png, and a pair of combat gloves (which are insulated). It's also slightly more robust than a regular toolbox. Can be found offstation sometimes.
Adaptive Cardboard Cutouts Syndibox.png 1 0 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 NuclearDisk.gif 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.

Don't try to give this to us the Syndicate to complete your objective, they know better!

But sometimes the sprite is not animated? Investigate...
Hypnotic Flash Flash.gif 7 0 Hypnotises people into following the next phrase they hear. To be considered vulnerable, a player must not be implanted with a Mindshield Implant and either be hallucinating, sleeping, unconscious, drugged, at extremely low sanity or suffering from the 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.

Unlike an ordinary flash, this item can not break from EMP or repeated use. This flash does not stun people.

Hypnotic Grenade Flashbang.gif 12 0 This flashbang 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. 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.
Syndicate Surgery Duffelbag Duffle syndiemed.png 4 0 Use it to perform any kind of surgical crime. Contains: a laser scalpel, a mechanical pincher, a searing tool, bonegel, a bonesetter, some Drapes.png, a Muzzle.png, a Straight jacket.png, and an empty MMI.png which slaves the borg to you. Contains advanced surgery tools, which you normally cannot get without research.
Chest Rig Chest rig.png 1 0 A robust seven-slot set of webbing that is capable of holding all manner of tactical equipment.
Syndicate Tome Файл:Syndicate tome.png 5 0 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 cultist and heretic runes. 18 damage is nothing to scoff at, but the real value here is the anti-magic which make this very valuable

when combating cultists, heretics, and wizards!

Thermal Imaging Glasses Optical Thermal Scanner.png 4 0 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 encryption.png 5 0 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.
Syndicate Encryption Key Syndicate encryption.png 2 0 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.
Hacked AI Upload Module Circuitboard.png 4 300 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.
Powersink Powersink.gif 11 300 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.
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
Ominous Beacon Beacon.gif 10 300 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.gif 6 0 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 Healthanalyzer.png 3 0 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.
F.R.A.M.E. PDA Cartridge Pda cartrige.png 4 0 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.
Syndicate Soap Synsoap.png 1 0 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.
Protocol CRAB-17 Phone Suspicious phone.png 7 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.
Polarized Contact Lenses Syndicate contacts.png 3 0 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 Provides great protection against Security and Revolutionaries.
Tram Remote Control 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!
Failsafe Uplink Code 1 0 When entered, your uplink will self-destruct immediately. Perfect for getting the last laugh on a security officer trying to log into your uplink.
Super Pointy Tape 1 0 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. Useful to pair with remotely activated grenades.
Experimental Syndicate Teleporter Syndicate teleporter.gif 8 0 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. Very strong, especially for its price and given that it requires no threat. Perfect for getaways and break-ins.
Syndicate Autosurgeon 5 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

All items available to nuclear operatives.

Item Icon Cost Threat description info
Freedom Implant Injector.png 5 0 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 Injector.png 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.
Internal Syndicate Radio Implant Injector.png 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.
Stealth Implant Cardboard box.png 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.
Injector.png 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

No item available to nuclear operatives, as they are humans (AI door!).

Item Icon Race Cost Threat description info
Extra-Bright Lantern Syndilantern.png Moths.gif
Moths
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

No item available to nuclear operatives, they do it for free don't have jobs!

All items from a specific department are also available to the head of said department. The HoP has no department.

Item Icon Role Cost Threat description info
Clumsiness Injector Clown.png
Clown
1 0 Gives anyone injected with it the clumsy mutation.
Ultra Hilarious Firing Pin 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 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.
Reverse Bear Trap Reversebeartrap.png 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.
Banana Cream Pie Cannon Pie cannon.png 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.
Reverse Revolver Revolver.png 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.
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 Syndicate Bomb.gif 15 150 A bomb that releases fifty clowns. It even honks instead of beeping.
Clown Car Clowncar.png 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!
Guide to Advanced Mimery Series Advanced mimery.pngAdvanced mimery.png Mime.png
Mime
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.
Ancient Toolbox Testbox.png Assistant.png
Assistant
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.
Ancient Jumpsuit Grey jumpsuit.png 20 0 An old smelly grey jumpsuit, this item provides no benefit or disadvantage other than bragging rights.
EZ clean bundle Grenade.png Janitor.png
Janitor
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.
His Grace His Grace.gif Chaplain.png
Chaplain
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.
Haunted Magic Eightball Eightball.png Librarian.png
Curator
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.
This item is currently bugged, and non-functional.

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".
Can only be bought once.
Box of Gorilla Cubes Monkey Cube Box.png Geneticist.png
Geneticist

RD

6 150 A box with 3 Waffle Co. brand gorilla cubes: similar to monkey cubes, but will release angry 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.
Modified Syringe Gun Sgun.png 14 0 A syringe gun that fires DNA injectors instead of normal syringes.
Magillitis Serum Autoinjector Bottle16.png 15 100 Contains a chemical that turns you into a fast, tough 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.
Blast Cannon Файл:Loaded blastcannon.png Scientist generic.png
Scientist

RD

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.
Projectiles fly across Z-levels, which is very fun with looping Z-levels, or even just for sniping AIs across space.
Concealed Weapon Bay Mecha weapon bay.png Roboticist.png
Roboticist

RD

3 300 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).
Laser Arm Implant Syndicate autoimplanter.png 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 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.
Australicus Slime Mutator Syringe.png Roboticist.png
Roboticist,
Scientist generic.png
Scientist
10 300 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).
Reagent Dartgun Regeantdartgun.png Chemist.png
Chemist,
Generic cmo.png
CMO,
Botanist.png
Botanist
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.
Brainwashing Surgery Program Disk.gif MedicalDoctor.png
Medical Doctor,
Generic cmo.png
CMO,
Roboticist.png
Roboticist
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 MedicalDoctor.png
Medical Doctor,
Generic cmo.png
CMO,
Roboticist.png
Roboticist

Scientist generic.png
Scientist

RD

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.
Kinetic Accelerator Pressure Mod Modkit.png Miner.png
Miner
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).
Explosive Hot Potato Potato.png Botanist.png
Botanist,
Generic chef.png
Cook,
Clown.png
Clown,
Mime.png
Mime
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 Cook,

Mime

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.
Butcher's Meat Hook Meat hook.png Generic chef.png
Cook
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 knockdown. Was originally shaft miner loot.
Disposable Sentry Gun Turret.PNG Generic engineer.png
Station Engineer
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 Боевой режим Combat 32.pngВключается при помощи клавиши 4, выключается при помощи клавиши 1 или может быть переключен при помощи клавиши F при стандартной раскладке. Нажатие левой кнопки на людей пустой рукой с включённым боевым режимом приведёт к удару Harm 32.png или приведёт к помощи Help 32.png если он отключен. Также позволяет вам не меняться местами с человеком или толкнуть вас если вы столкнулись. 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
Syndiexbow.png
10 0 A much more professional version of the engineer's 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.

   

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.
Organic Resources Disturbance Inducer Occupational corruption device.png Generic hop.png
HoP,
Generic qm.png
QM
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 QM,

Cargo

tech

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.


Nothing stops the mail.

Use it with bombs.

(Pointless) Badassery

All items available to nuclear operatives.

Item Icon Cost Threat Requirement description info
Syndicate Playing Cards Syndi cards.png 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.
Syndicate Briefcase Full of Cash Briefcase.png 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.
Syndicate Smokes Syngarettes.png 2 0 Strong flavor, dense smoke. Each cigarette is infused with 10u nicotine and 15u omnizine. Smoking one of these cigarettes takes about 2 minutes. Do not confuse with trick cigarettes.
Syndicate Balloon Balloon.png 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.
Broken Chameleon Kit Syndibox.pngChangeling.gif 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.
Centcom Official Costume Syndibox.pngCentcomcommander.png 20 1100 Contains a full CentCom Official uniform set, headset and clipboard included. The headset comes without an encryption key.
Clown Costume Clownduffle.pngGeneric clown.png 4 700 Contains a complete Clown outfit.
Sleepy Time Pajama Bundle Syndibox.pngSyndi pajama.png 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 Syndibox.png 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

Below are items available exclusively to Nuclear Operatives.

Your Uplink

Generic nukesyndie.png Nuclear operatives have a radio 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.

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.

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.


Bundles

Item Icon Cost description info
Cybernetic Implant Bundle Duffle syndiemed.png 40 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.
Medical bundle Duffle syndiemed.png 15 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.

5 TC saved
Spetsnaz Pyro bundle Duffle syndie.png 30 For systematic suppression of carbon lifeforms in close range: Contains an elite fireproof hardsuit, a pyro backpack fire sprayer, a Stechkin APS pistol, two incendiary magazines, a bottle of flammable vodka, a pipebomb, and a stimulant syringe. 12 TC saved. The backpack sprayer is kinda trash not gonna lie. For the love of god don't set your teammates on fire!!
Syndicate Induction Kit Syndibox.png 10 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.

Contains:

  • One Ansem pistol
  • One 10mm AP magazine
  • 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.


Normal crew members cannot get induced, and neither can ERTs. However, any other antagonist, including traitors, changelings, heretics, and even hypnoflashed people can!


Weapons and Weapon Kits

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.

Item Icon Cost description info
Bulldog Shotgun Nukeop case.png

Bulldog.png

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.


The kit includes the bulldog shotgun and three spare standard magazines (four, if you count the loaded secondary magazine that comes with the gun).

icon name ammo types cost
BuckshotBull.png 12g Buckshot Drum 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.
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.
2
DragonBreathBull.png 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. 2
BreachingBull.png 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. 2
BuckshotBull.png 12g Slugs A 8 round drum magazine for use in the Bulldog Shotgun. Shoots one single 50-damage projectile. 3
C-20r Submachine Gun Nukeop case.png

C20r.png

14 Has 24-round magazines and uses .45 rounds. A reliable and robust weapon. Can also be fitted with a Silencer. Starts with a syndicate firing pin, which prevents enemies from using it.


The kit comes with three standard spare magazines.

icon name ammo types cost
45Mag.png .45 Ammo A 24-round .45 magazine for use in the C-20r submachine gun. 35 raw damage. 2
45Mag.png .45 Incendiary SMG Magazine A 24-round .45 magazine for use in the C-20r submachine gun. 15 raw damage, adds two firestacks. 4
45Mag.png .45 Armor Piercing SMG Magazine A 24-round .45 magazine for use in the C-20r submachine gun. 30 raw damage, 50 Armor Piercing capability. 4
45Mag.png .45 Hollow Point SMG Magazine A 24-round .45 magazine for use in the C-20r submachine gun. It deals a whooping 50 raw damage, though it falls substantially when armor comes into play. 4
L6 Squad Automatic Weapon Case L6machinegun.png 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.


This comes as a single weapon, and with no spare ammunition.

icon name ammo types cost
A762.png 7mm Box Magazine A 50-round magazine of 7mm ammunition for use in the L6 SAW machinegun. By the time you need to use this, you'll already be on a pile of corpses. 2
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. 4
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. 3
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. 4
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. 5
Sniper Rifle Nukeop case.png

Sniper.png

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.
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.


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.

icon name ammo types cost
Sniper ammo.png .50 Magazine A 6-round magazine of .50 ammunition for the sniper rifle. Deals 70 damage, stuns, penetrates armor and destroys machinery on hit. 2
Penetrator.png .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. 4
Sniper ammo sleep.png .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. 2
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. 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. 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. 7
Surplus SMG Plastikov.png 2 An ancient 9x19mm submachine gun pattern updated and simplified to lower costs, though perhaps simplified too much.


This comes as a single weapon, and with no spare ammunition.

icon name ammo types cost
9x19full ammo.png Surplus SMG Magazine 50 shots. 10 damage each. 1
Substituted the mosin. A more forgiving weapon for shoot-ers and shoot-ats.
Ansem Pistol Nukeop case.png

Stetchkin.png

8 A Syndicate 10mm semi-automatic pistol. Uses 10mm auto rounds in 8-round magazines and is compatible with suppressors.


The case comes with three extra standard magazines for the Ansem

icon name ammo types cost
9mmaps.png 10mm Ansem Magazine An additional 8-round 10mm magazine, compatible with the Ansem pistol. 40 raw BRUTE damage. 2
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. 3
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 4
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. 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.

M-90gl Carbine Nukeop case.png

M90.png

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.


The case also contains 2 extra magazines and a box of 4 rubber tipped grenades for the launcher.

icon name ammo types cost
5.56m toploader mag.png 5.56mm Toploader Magazine An additional 30-round 5.56mm magazine;. Every time you call it a clip, god, kills a kitten. 35 damage, 30 AP. 4
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. 8
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. 2
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. N/A

Leftclick.pngПростой левый клик. Неважно включен или выключен Боевой режим Combat 32.pngВключается при помощи клавиши 4, выключается при помощи клавиши 1 или может быть переключен при помощи клавиши F при стандартной раскладке. Нажатие левой кнопки на людей пустой рукой с включённым боевым режимом приведёт к удару Harm 32.png или приведёт к помощи Help 32.png если он отключен. Также позволяет вам не меняться местами с человеком или толкнуть вас если вы столкнулись.. Primary fire.
Rightclick.pngПростой правый клик. Не имеет значения включен или выключен Боевой режим Combat 32.pngВключается при помощи клавиши 4, выключается при помощи клавиши 1 или может быть переключен при помощи клавиши F при стандартной раскладке. Нажатие левой кнопки на людей пустой рукой с включённым боевым режимом приведёт к удару Harm 32.png или приведёт к помощи Help 32.png если он отключен. Также позволяет вам не меняться местами с человеком или толкнуть вас если вы столкнулись.. Grenade launcher.

84mm Rocket Propelled Grenade Launcher Nukeop case.png

Dardo RL.png

8 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.

icon name ammo types cost
RL ammo.png 84mm HE Rocket A bouquet of three low-yield anti-personnel HE rocket. 2
HEAP ammo.png 84mm HEAP Rocket A high-yield HEAP rocket; extremely effective against armored targets (mechs and silicons), as well as surrounding personnel. 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 Nukeop case.png 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.
Icon Name Ammo Types Cost
357 speedloader.png .357 Speedloader Standard .357 ammunition, deals 60 damage per shot. Exactly the same one traitors use. 2
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. 5
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. 3
Energy Shield/Sword Case Eshield.png

Nukeop case.png

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.

Alternatively, you can buy the energy sword as a standalone item for 8TC under the "conspicuous weapons" section.

Double-Bladed Energy Sword Case Nukeop case.png 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 Nukeop case.png

CQC manual.png

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:
Combo name Combo Effect
Slam Grab action.png Grab 32.pngУдерживайте Ctrl и нажмите левый клик по человеку пустой рукой. Неважно включен Боевой режим Combat 32.pngВключается при помощи клавиши 4, выключается при помощи клавиши 1 или может быть переключен при помощи клавиши F при стандартной раскладке. Нажатие левой кнопки на людей пустой рукой с включённым боевым режимом приведёт к удару Harm 32.png или приведёт к помощи Help 32.png если он отключен. Также позволяет вам не меняться местами с человеком или толкнуть вас если вы столкнулись. или нет. Повторите действие после небольшой задержки чтобы усилить хватку до агрессивной (уровень 2), шеи (уровень 3) и удушающей (уровень 4). Harm action.png Harm 32.pngВключите Боевой режим Combat 32.pngВключается при помощи клавиши 4, выключается при помощи клавиши 1 или может быть переключен при помощи клавиши F при стандартной раскладке. Нажатие левой кнопки на людей пустой рукой с включённым боевым режимом приведёт к удару Harm 32.png или приведёт к помощи Help 32.png если он отключен. Также позволяет вам не меняться местами с человеком или толкнуть вас если вы столкнулись. и затем используйте левый клик на человека пустой рукой. Slam opponent into the ground (10 brute and 12 sec paralyze). Only works on people standing.
CQC Kick Harm action.png Harm 32.pngВключите Боевой режим Combat 32.pngВключается при помощи клавиши 4, выключается при помощи клавиши 1 или может быть переключен при помощи клавиши F при стандартной раскладке. Нажатие левой кнопки на людей пустой рукой с включённым боевым режимом приведёт к удару Harm 32.png или приведёт к помощи Help 32.png если он отключен. Также позволяет вам не меняться местами с человеком или толкнуть вас если вы столкнулись. и затем используйте левый клик на человека пустой рукой. Harm action.png Harm 32.pngВключите Боевой режим Combat 32.pngВключается при помощи клавиши 4, выключается при помощи клавиши 1 или может быть переключен при помощи клавиши F при стандартной раскладке. Нажатие левой кнопки на людей пустой рукой с включённым боевым режимом приведёт к удару Harm 32.png или приведёт к помощи Help 32.png если он отключен. Также позволяет вам не меняться местами с человеком или толкнуть вас если вы столкнулись. и затем используйте левый клик на человека пустой рукой. 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 action.png Grab 32.pngУдерживайте Ctrl и нажмите левый клик по человеку пустой рукой. Неважно включен Боевой режим Combat 32.pngВключается при помощи клавиши 4, выключается при помощи клавиши 1 или может быть переключен при помощи клавиши F при стандартной раскладке. Нажатие левой кнопки на людей пустой рукой с включённым боевым режимом приведёт к удару Harm 32.png или приведёт к помощи Help 32.png если он отключен. Также позволяет вам не меняться местами с человеком или толкнуть вас если вы столкнулись. или нет. Повторите действие после небольшой задержки чтобы усилить хватку до агрессивной (уровень 2), шеи (уровень 3) и удушающей (уровень 4). Grab action.png Grab 32.pngУдерживайте Ctrl и нажмите левый клик по человеку пустой рукой. Неважно включен Боевой режим Combat 32.pngВключается при помощи клавиши 4, выключается при помощи клавиши 1 или может быть переключен при помощи клавиши F при стандартной раскладке. Нажатие левой кнопки на людей пустой рукой с включённым боевым режимом приведёт к удару Harm 32.png или приведёт к помощи Help 32.png если он отключен. Также позволяет вам не меняться местами с человеком или толкнуть вас если вы столкнулись. или нет. Повторите действие после небольшой задержки чтобы усилить хватку до агрессивной (уровень 2), шеи (уровень 3) и удушающей (уровень 4). 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 Rightclick.png Disarm 32.pngПравый клик по человеку пустой рукой. Неважно включен или выключен Боевой режим Combat 32.pngВключается при помощи клавиши 4, выключается при помощи клавиши 1 или может быть переключен при помощи клавиши F при стандартной раскладке. Нажатие левой кнопки на людей пустой рукой с включённым боевым режимом приведёт к удару Harm 32.png или приведёт к помощи Help 32.png если он отключен. Также позволяет вам не меняться местами с человеком или толкнуть вас если вы столкнулись.. Grab action.png Grab 32.pngУдерживайте Ctrl и нажмите левый клик по человеку пустой рукой. Неважно включен Боевой режим Combat 32.pngВключается при помощи клавиши 4, выключается при помощи клавиши 1 или может быть переключен при помощи клавиши F при стандартной раскладке. Нажатие левой кнопки на людей пустой рукой с включённым боевым режимом приведёт к удару Harm 32.png или приведёт к помощи Help 32.png если он отключен. Также позволяет вам не меняться местами с человеком или толкнуть вас если вы столкнулись. или нет. Повторите действие после небольшой задержки чтобы усилить хватку до агрессивной (уровень 2), шеи (уровень 3) и удушающей (уровень 4). Deals 60 stamina damage.
Consecutive CQC Rightclick.png Disarm 32.pngПравый клик по человеку пустой рукой. Неважно включен или выключен Боевой режим Combat 32.pngВключается при помощи клавиши 4, выключается при помощи клавиши 1 или может быть переключен при помощи клавиши F при стандартной раскладке. Нажатие левой кнопки на людей пустой рукой с включённым боевым режимом приведёт к удару Harm 32.png или приведёт к помощи Help 32.png если он отключен. Также позволяет вам не меняться местами с человеком или толкнуть вас если вы столкнулись.. Rightclick.png Disarm 32.pngПравый клик по человеку пустой рукой. Неважно включен или выключен Боевой режим Combat 32.pngВключается при помощи клавиши 4, выключается при помощи клавиши 1 или может быть переключен при помощи клавиши F при стандартной раскладке. Нажатие левой кнопки на людей пустой рукой с включённым боевым режимом приведёт к удару Harm 32.png или приведёт к помощи Help 32.png если он отключен. Также позволяет вам не меняться местами с человеком или толкнуть вас если вы столкнулись.. Harm action.png Harm 32.pngВключите Боевой режим Combat 32.pngВключается при помощи клавиши 4, выключается при помощи клавиши 1 или может быть переключен при помощи клавиши F при стандартной раскладке. Нажатие левой кнопки на людей пустой рукой с включённым боевым режимом приведёт к удару Harm 32.png или приведёт к помощи Help 32.png если он отключен. Также позволяет вам не меняться местами с человеком или толкнуть вас если вы столкнулись. и затем используйте левый клик на человека пустой рукой. 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.

Flamethrower (*) Flamethrower.png 15 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.


Can be found in the base ordnance laboratory.

Identical to a craftable flamethrower.
Biohazardous Chemical Sprayer (*) Bio chem sprayer.png 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

Item Icon Cost Description
Syndicate Ordnance Laboratory Access Card Syndicate labkey.png 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 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 Syndicate labkey.png 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 botany, virology or 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 Syndicate labkey.png 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 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 Lopez's keycard.png 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

Item Icon Cost description info
Bioterror Foam Grenade Grenade.png 5 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 Syndibox.png 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.
Fungal Tuberculosis Grenade Box.png 12 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.
Viscerator Delivery Grenade Delivery grenade.png 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
Grenadier's Belt Combat belt.png 22 A belt containing a large amount of assorted grenades. TO be specific, it contains:
  • 2 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 Fluorosulfuric Acid Smoke Grenade: It will spread extremely potent acid in its area of effect, melting armor, objects and people inside;
  • 1 Flashbang;
  • 4 Smoke Bombs;
  • Screwdriver and Multitool to customize grenades. Some different triggers can be found in the Syndicate Infiltrator Ship.
Syndicate Detonator Big red button.png 3 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.

MODsuits and Modules

Item Icon Cost description info
Elite Syndicate MODsuit Elite MOD control.png 8 Works like a Syndicate MODdsuit, but it's more armored and completely immune to fire and acid. Useful when using fire-based weapons.
MOD Energy Shield 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 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 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 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 Medgun.png 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


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.

Stealth and Camouflage Items

Item Icon Cost description info
Stealthy No-Slip Chameleon Shoes Brshoe.png 4 The nuke ops version of chameleon no-slips.

Devices and Tools

Item Icon Cost description info
Syndicate Jaws of Life Syndicate jaws.png 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.
Blood-Red Magboots Syndi magboots.png 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.
Assault Pod Targeting Device Gangtool red.png 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!

Syndicate Medical Supply Kit Syndicate Medical Supply Kit.png 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).
Syndicate Sentience Potion Intell potion.png 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 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 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.

Item Icon Cost description info
CNS Rebooter Implant Brain implant.png 12 This implant will shorten any stun longer than 4 seconds to 4 seconds.
Microbomb Implant Injector.png 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 Injector.png 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.
Macrobomb Implant Injector.png 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.
Reviver Implant Chest implant.png 8 This implant will heal you once you fall into crit, then goes into cooldown.
Thermal Vision Implant Eye implant.png 8 Like optical thermal goggles, it lets you see all living beings through walls, and enhances your vision in the dark.
X-Ray Vision Implant Eye implant.png 10 Allows unrestricted vision through walls, though light level will still play a role.
Box of Deathrattle Implants Injector.png 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

Item Icon Cost description info
Dark Gygax DarkGygax.png 60 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 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.

Dark Mauler DarkMarauder.png 100 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).
Syndicate Cyborg Syndieborg.png 65 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.
  • 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 restorative 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 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.

Reinforcements Generic nukesyndie.png 25 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.
Overwatch Reinforcement Overwatch Agent.png 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

Item Icon Cost description info
Broken Chameleon Kit Syndibox.pngChangeling.gif 4 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 Syndibox.pngCentcomcommander.png 4 Contains a full CentCom Official uniform set, headset and clipboard included. The headset comes without an encryption key.
Clown Costume Clownduffle.pngGeneric clown.png 4 Contains a complete Clown outfit.
Sleepy Time Pajama Bundle Syndibox.pngSyndi pajama.png 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

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.

Here are some of the biggest changes from the normal operative kit:

Absolutely no guns! You can use: ...
Bulldog.pngC20r.pngSniper.png Pie cannon.png The pie cannon!
Fake c20r.pngFake SAW.png Foam weapons!
Paperplane.png Origami!
No energy sword/shield! Bananium weapons!
Sword.gifDoubleESword.pngEshield.png Banana sword.gifBanana shield.png
They are slippery on the floor, and the sword is totally harmless, but slips people you hit!
No lame bombs! Use funny bombs!!
Syndicate Bomb.gifSyndicate Minibomb.gif Clownbomb.png Summon a horde of clowns!
Moustache grenade.pngSlap a funny moustache on people's faces! (Also teargas!!)
Banana.pngBlow them up with the explosive peel!
Bioweapons are A-OK!!
Other funny equipment:
Clown shoes.png Combat clown shoes that don't slip, bananium version that leaves peels behind also available!
Firingpinclown.png Funny firing pins that only let other clowns use a gun, or VERY funny pins that explode when pulled!!
Dark honk.png A MECH!!!
NO CLOWN CAR!!

CURRENTLY UNUSED EQUIPMENT

Contract Kit

A special kit for traitors only. CURRENTLY REMOVED FROM THE CODE. YOU CAN NO LONGER BUY THE CONTRACTOR KIT.

"Contract Kit"
"Contract Kit"
Местонахождение: Ordered via syndicate uplink, costs 20 telecrystals.
Используется для: Completing kidnapping contracts for TC-rewards.
Стратегия: A high risk, high reward choice for a traitor who wants a real challenge.
Описание
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 five different purchases available:

  • 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.
  • 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 retracted.pngContractor BatonContractor baton extended.png

This baton comes in every contract kit. Use in hand to extend or retract. Fits in a pocket when retracted. If extended:
Leftclick.pngПростой левый клик. Неважно включен или выключен Боевой режим Combat 32.pngВключается при помощи клавиши 4, выключается при помощи клавиши 1 или может быть переключен при помощи клавиши F при стандартной раскладке. Нажатие левой кнопки на людей пустой рукой с включённым боевым режимом приведёт к удару Harm 32.png или приведёт к помощи Help 32.png если он отключен. Также позволяет вам не меняться местами с человеком или толкнуть вас если вы столкнулись.. Causes 1.5 seconds of knockdown and 85 stamina damage, which means it will stamcrit someone with 2 hits. Has a 2.5 second cooldown. Unlike other batons, this one works on cyborgs.

Rightclick.pngПростой правый клик. Не имеет значения включен или выключен Боевой режим Combat 32.pngВключается при помощи клавиши 4, выключается при помощи клавиши 1 или может быть переключен при помощи клавиши F при стандартной раскладке. Нажатие левой кнопки на людей пустой рукой с включённым боевым режимом приведёт к удару Harm 32.png или приведёт к помощи Help 32.png если он отключен. Также позволяет вам не меняться местами с человеком или толкнуть вас если вы столкнулись.. Simply deals 16 brute damage with no cooldown.