Syndicate Items

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Syndicate Items

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

How to Get These Items

Syndicate Uplink
Syndicate Uplink
Found in: Syndicate operatives spawn with one
Used for: Ordering syndicate items by a traitor or syndicate operative
Strategy: Keep it locked. In case someone searches you they might look at your pda to see if it's an uplink.
Description
This is where the traitor gets all his fancy items. It's disguised as a PDA or a headset (or a radio if the mode is nuclear emergency). You will need to enter the code given into the ringtone selection in the messenger menu in your PDA. 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.

Discounts

Three items are randomly discounted. These items can be found at the bottom of the page. The lower initial cost, the higher chance it will be discounted. You can not buy the item at discount price more than once! Hope for a 75% off e-sword!

Conspicuous and Dangerous Weapons

Stechkin

Stechkin Pistol
Stechkin Pistol
Found in: Ordered via syndicate uplink, costs 7 telecrystals
Used for: Quick and concealable murder.
Strategy: Keep it hidden, it's possible to gain this gun by other means beyond being a traitor but the average Security Officer will assume it's Syndicate until proven otherwise.
Description
A small gun, fits into your pocket when not fitted with a suppressor. Has an 8-round magazine and is semi-automatic - meaning it'll eject bullet casings as it fires making evidence clean up harder. Does 30 brute damage on an unarmoured target but dumping the magazine will usually kill or crit all but the most well-prepared and/or armoured foes. Can be fitted with a suppressor which makes it a very lethal and effective weapon of murder but makes it a normal sized item and will no longer fit in your pocket.

Revolver

.357 Revolver
.357 Revolver
Found in: Ordered via syndicate uplink, costs 13 telecrystals
Used for: 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

Miniature Energy Crossbow
Miniature Energy Crossbow
Found in: Ordered via syndicate uplink, costs 12 telecrystals
Used for: Stunning people.
Strategy: No one sees any messages of who fired at who, but the target knows when they are shot. Use this weapon very carefully and covertly, but remember it is also very good when in a pitch because every hit is a knockdown.
Description
This weapon is not meant for killing, rather it is intended for stunning; 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. It has no shot limit, but takes a while to charge each shot.

Energy Sword

Energy Sword
Energy Sword
Found in: Ordered via syndicate uplink, costs 8 telecrystals
Used for: Mass murder.
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.
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 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.

You can also hit it with a multitool to make a RAINBOW SWORD.

Double-bladed Energy Sword

Double-bladed Energy Sword
Double-bladed Energy Sword
Found in: Ordered via syndicate uplink, costs 16 telecrystals
Used for: SUPER mass murder, making security and all their stunning and lasers completely irrelevant.
Strategy: Simply having this weapon active will completely ruin anyone who tries to shoot you with a taser.
Description
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 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. Only available when there are more than 25 players

Powerfist

Powerfist
Powerfist
Found in: Ordered via syndicate uplink, costs 8 telecrystals
Used for: break some bones (if this were Baystation).
Strategy: This weapon is not as robust as the sword, which you can order for the same TC: its main strength is throwing people away from you and/or into a fire, open airlock, electrified airlock, emagged gibber etc.
Description
This is a melee WEAPON (hold it in your hand) that can do moderate to really high brute damage. It is piston powered, and said piston is activated by gas coming from a gas tanks. To mount a gas tank, simply click on the powerfist with the tank in your hand. The pressure valve can be adjusted with a wrench to the setting 1,2 and 3.

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.
This item is currently bugged and will not send people flying.

EMP Kit

EMP Kit
EMP Kit
Found in: Ordered via syndicate uplink, costs 2 telecrystals
Used for: The disabling of technology, such as cameras, radios, etc.
Strategy: Best used aggressively against technology. If you wish to opt for a more stealthy approach, the 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 Description
Emp grenade.pngx6Injector.png These are weapons used for disabling electronics like the AI's cameras. They can also be used to silence those pesky pAIs for a few minutes. That or flat out kill them while you home in for the kill. Click on the Grenade to activate it and then throw it like normal grenades. The implanter functions the same, but after implanting it into yourself, it can be activated three times using the action button. Other uses include draining the batteries of APCs, completely draining the batteries of sec equipment like stun batons and tasers, shocking/opening nearby doors and blinding those who wear thermals caught in the emp range. If you EMP a group of sec officers before a fight, they'll be completely disarmed of stun weaponry (as of right now, emp will only drain about 20% of a stunbaton's total charge, though) aside from flashes and flashbangs. They also stun cyborgs for a good deal of time.

Syndicate Minibomb

Syndicate Minibomb
Syndicate Minibomb
Found in: Ordered via syndicate uplink, costs 6 telecrystals
Used for: Blowing shit up, making holes in the station.
Strategy: Cook the grenade in your hand (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

.357 Speedloader

Ammo-357
Ammo-357
Found in: Ordered via syndicate uplink, costs 4 telecrystals. Also made in hacked autolathes, costs 50,000 metal units.
Used for: Ammo for the revolver.
Strategy: Order in conjunction with the revolver for extra killing potential. Or better yet completely ignore it and go for the hacked autolathe method instead.
Description
This is ammo for the revolver. It gives the revolver 7 more shots. It can be used by clicking on an empty revolver while you hold the ammo in your active hand. This can be made and recycled in a hacked autolathe for 50,000 metal units, and it is usually always a better idea to gain access to that over ordering these if it is an option.

10mm Handgun Magazine

Ammo-10mm
Ammo-10mm
Found in: Ordered via syndicate uplink, costs 1 telecrystals. Loose ammo boxes can be made in a hacked autolathe, costs 50,000 metal units.
Used for: Ammo for the stetchkin.
Strategy: Order in conjunction with the stechkin for extra killing potential. Using on a stetchkin already loaded with a magazine will do a tacticool reload, replacing the old magazine with it and dropping the old magazine under your feet. Can be handloaded from a loose ammo box.
Description
This is ammo for the stechkin. It gives the stechkin a full clip. It can be used by either using a stetchkin in hand to remove the old magazine and loading it in, or using directly for a tactical reload. Loose ammo boxes can be made in a hacked autolathe for 50,000 metal units, it is ill-advised to order any more handgun magazines as it's more economical to simply handload empty magazines.

Box of Riot Darts

Ammo-riot darts
Ammo-riot darts
Found in: Ordered via syndicate uplink, costs 2 telecrystals.
Used for: Ammo for the foam force toy handgun.
Strategy: Order as extra ammo for the toy gun. Generally not a good idea as riot darts themselves are re-usable.
Description
This is ammo for the toy gun. Buy this if you cannot get it from an autolathe, or reuse the ones you shot.


Stealthy and Inconspicuous Weapons

Martial Arts Scroll

Martial Arts Scroll
Martial Arts Scroll
Found in: Ordered via syndicate uplink, costs 17 telecrystals
Used for: Fighting ranged attackers, killing people with your fists.
Strategy: This scroll will teach you the Sleeping Carp style, making you immune to ranged attacks but also unable to use guns, while making your hits stronger.
Description
The Sleeping Carp style lets you ignore all ranged attacks, whether energy or physical (but not thrown items). Dodging an attack this way will make a noticeable sound and message, which will alert everyone close of this skill, and thus of your traitor status. You will also not be able to use any ranged weapon, as it would be dishonorable.

Your punches do 10 to 15 brute, and your grabs will start as aggressive. You can also combo attacks by switching intents while hitting. Possible Combos:

  • Wrist Wrench: Disarm Disarm. Forces the opponent to drop the item in his hand.
  • Back Kick: Harm Grab. The opponent must be facing away from you. Knocks him down.
  • Stomach Knee: Grab Harm. Knocks the wind out of the opponent and stuns.
  • Head Kick: Disarm Harm Harm. Decent damage, forces the opponent to drop the item in his hand.
  • Elbow Drop: Harm Disarm Harm Disarm Harm. The opponent must be on the ground. Deals huge damage, and instantly kills anyone in critical condition."

Box of Throwing Weapons

Box of Throwing Weapons
Box of Throwing Weapons
Found in: Ordered via syndicate uplink, costs 5 telecrystals
Used for: Murdering people by throwing things.
Strategy: Use the throwing stars to cause heavy damage and bleeding due to embedding, and the bolas to prevent the target from running off or dodging.
Contents Description
5xTstar.png, 2xRbola.png This kit contains a 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 slow targets down on hit until they are removed; they take longer to remove than normal bolas.

Toy Gun with Riot Darts

Toy Gun with Riot Darts
Toy Gun with Riot Darts
Found in: Ordered via syndicate uplink, costs 3 telecrystals.
Used for: Hiding a stunning weapon in plain sight.
Strategy: This gun is identical to the normal toy guns, but it shoots stamina-damaging darts that can knock down.
Description
An innocent-looking toy pistol designed to fire foam darts. Comes loaded with riot-grade darts effective at incapacitating a target.

Sleepy Pen

"Pen"
"Pen"
Found in: Ordered via syndicate uplink, costs 4 telecrystals
Used for: Disabling people, making people look dead.
Strategy: This item will paralyze people; 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 mutetoxin, morphine and tirizene into people, preventing them from talking and causing them to fall over. They can still see and hear everything around them, until they actually fall asleep from the morphine. The toxins inside are completely nonlethal, so if you want to kill with it you need somthing else. Not available in nuke ops.

Poison Pen

"Pen"
"Pen"
Found in: Ordered via syndicate uplink, costs 2 telecrystals
Used for: Stealthily poisoning people
Strategy: Apply poison to papers and get other people to read them.
Description
The pen will apply a toxin with a delayed effect when it is used to write on paper. Anyone who picks up the paper without having gloves on will be poisoned, causing heavy toxin damage with a chance to stun each tick. The poison takes effect after a long delay and can kill victims who don't get treated.

Poison Kit

Poison Kit
Poison Kit
Found in: Ordered via syndicate uplink, costs 6 telecrystals
Used for: Murdering people silently
Strategy: Inject these poisons into food, medicines, cryotubes, or just shoot them with a syringe gun.
Contents Description
Bottle.pngSyringe.png This kit contains a bottle each of Polonium, Venom, Neurotoxin, Formaldehyde, Cyanide, Histamine, Initropidil, Pancuronium, Sodium Thiopental, Coniine, Curare and Amanitin, with a free syringe to inject them with.

Romerol

Romerol
Romerol
Found in: Ordered via syndicate uplink, costs 25 telecrystals
Used for: Causing chaos
Strategy: Inject into food, medicines, cryotubes, or just shoot it with a syringe gun.
Contents Description
Bottle12.pngEyedropper.pngSyringe.png Romerol adds a zombie infection organ to victims. When those victims die, they will revive as zombies who can infect other people. Because Romerol costs more than 20 telecrystals, at least two traitors will need to collaborate to buy it.

Dart Pistol

Dart Pistol
Dart Pistol
Found in: Ordered via syndicate uplink, costs 4 telecrystals
Used for: Shooting chemicals. Useful with the Poison Kit.
Strategy: Use it as you would a normal syringe gun; the only difference is that it fits into a pocket.
Description
This pistol can load chemical-filled syringes and shoot them at people. Only fits one syringe at a time, but it can fit in pockets.

Energy Dagger

Energy Dagger
Energy Dagger
Found in: Ordered via syndicate uplink, costs 2 telecrystals
Used for: Last resort combat.
Strategy: Shove it in your PDA. Don't bring it out until you need it, because everyone knows only syndicates have energy blades.
Description
It's a dagger that does 18 brute, 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.

Syndicate Soap

"Soap"
"Soap"
Found in: Ordered via syndicate uplink, costs 1 telecrystal
Used for: Cleaning things, and slipping people on it.
Strategy: Can be used for a quick clean up if you lack 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 much faster than normal soap, making it handy for a quick cleanup.

Detomatix PDA Cartridge

Detomatix Cartridge
Detomatix Cartridge
Found in: Ordered via syndicate uplink, costs 6 telecrystals
Used for: Making other's PDAs 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!
Description
A cartridge for your PDA. When inserted, it will allow you to use the missile program to attempt to remotely detonate other people's PDAs in a kind of weak explosion (Still powerful enough to knock out people and destroy the victim's ID, though). Your target PDA will need the messenger function turned on in order to attempt this, and you need to scan for other PDAs, then import the list. Despite this it is a decent way of sowing panic aboard the station, or softening up a target for an assassination attempt. Comes with 4 charges. It also has a bomb program that when run causes the PDA to self destruct. Useful against gullible targets, or turning PDAs into hand grenades. For syndicates, this cartridge has the blast door toggled function for the syndicate shuttle as well, allowing you to open the door when the person with the military PDA has died horribly.

Pizza Bomb

Pizza Bomb
Pizza Bomb
Found in: Ordered via syndicate uplink, costs 6 telecrystals
Used for: Tasty bomb delivery.
Strategy: This pizza box contains a bomb inside, a bit stronger than a Syndicate Minibomb. To arm it, open the box, using the other hand take out the pizza, drop the pizza, use the box again with your empty hand to set the timer, put the pizza back in, close it. The next person to open it will trigger the bomb!
Description
A pizza box with a bomb cunningly attached to the lid. The timer needs to be set by opening the box; afterwards, opening the box again will trigger the detonation after the timer has elapsed. Comes with free pizza, for you or your target!

Universal Suppressor

Suppressor
Suppressor
Found in: Ordered via syndicate uplink, costs 3 telecrystals.
Used for: Silencing weapons
Strategy: Attach it to your stechkin, or another ballistic weapon (that isn't a revolver or shotgun) to silence and remove the weapon's attack messages.
Description
A universal syndicate small-arms suppressor for maximum espionage. Can attach to almost any non-revolver/shotgun firearm.

Dehydrated Space Carp

Dehydrated Space Carp
Dehydrated Space Carp
Found in: Ordered via syndicate uplink, costs 1 telecrystal.
Used for: Sudden carp invasions.
Strategy: Looks like a normal carp toy. If it comes in contact with water, however, it will create a full-sized space carp, aggressive to everyone nearby. If you use the plushie in hand before activating it, the carp won't attack you once spawned.
Description
Looks like a plush toy carp, but just add water and it becomes a real-life space carp! Activate in your hand before use so it knows not to kill you.

Slipocalypse Clusterbang

Slipocalypse Clusterbang
Slipocalypse Clusterbang
Found in: Ordered via syndicate uplink, costs 6 telecrystals.
Used for: Making a large area slippery with soap.
Strategy: Once used, it will split into several grenades, which in turn will spawn a bar of syndicate soap each.
Description
A traditional clusterbang grenade with a payload consisting entirely of Syndicate soap. Useful in any scenario!

Explosive Airlock Charge

Explosive Airlock Charge
Explosive Airlock Charge
Found in: Ordered via syndicate uplink, costs 2 telecrystals.
Used for: Boobytrapping doors.
Strategy: When used on a door, it'll rig it to explode when someone tries to open it, setting the victim on fire and stunning it. It will also destroy the door panel.
Description
A small, easily concealable device. It can be applied to an open airlock panel, booby-trapping it. The next person to use that airlock will trigger an explosion, knocking them down and destroying the airlock maintenance panel.

Stealth and Camouflage Items

Chameleon Kit

Chameleon Kit
Chameleon Kit
Found in: Ordered via syndicate uplink, costs 4 telecrystals
Used for: A complete kit of clothing (Jumpsuit, exosuit, boots, gloves, mask, hat, PDA. stamp and headset) capable of changing colour and shape. Lightly armoured.
Strategy: Very useful for traitors who want to try a stealthy approach by disguising as a bunch of crewmembers.
Description
Each part of the disguise kit gives a HUD button in the top-left corner to individually change each part. Each part is lightly armoured and the shoes are no-slip, and 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. Extremely useful for infiltration.

No-Slip Chameleon Shoes

No-Slip Chameleon Shoes
No-Slip Chameleon Shoes
Found in: Ordered via syndicate uplink, costs 2 telecrystals
Used for: Not slipping.
Strategy: These can be bought separately from the chameleon kit if you don't need the rest.
Description
As with the chameleon kit, these shoes have an action button to change shape, and will protect you from slips.

Agent ID Card

Agent Identification Card
Agent Identification Card
Found in: Ordered via syndicate uplink, costs 2 telecrystals.
Used for: Upon use, you can set its job title to anything and the card's name to anything. It's used to hide your identity.
Strategy: This card can be used by 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. Has minor chameleon properties and can be disguised into other forms of IDs, such as a silver Head of Staff or a CentCom ID.

Chameleon Projector

Chameleon Projector
Chameleon Projector
Found in: Ordered via syndicate uplink, costs 7 telecrystals.
Used for: Hiding as an item on the station.
Strategy: Scan an item nobody cares about (it defaults as a cigarette butt) and hide as that item when in a chase, just make sure people don't bump into you. Move only when nobody's looking.
Description
Allows you to scan any item that can be picked up and then disguise yourself as that item. While disguised you move at walk speed and cannot interact with anything you're not already holding, and if someone tries to pick you up the disguise fails and you change back to normal. Incredibly useful, and a lot of fun, if you use it correctly. You cannot be detected by the AI when it is active. Currently an extremely powerful item as in order to shoot and actually hit you, security must click on the item you disguised as, not the tile you're on or past that. This makes disguising as a cigarette butt very useful for making them waste all their shots.

Camera Bug

Camera Bug
Camera Bug
Found in: Ordered via syndicate uplink, costs 1 telecrystal.
Used for: Spying on people on cameras.
Strategy: Bug the dorms, watch people ERP 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.)
Description
Enables you to bug cameras to view them remotely. It can view all cameras on the station, and specifically bugged cameras can be EMPed temporarily. It can also track people.

Smuggler's Satchel

Smuggler's Satchel
Smuggler's Satchel
Found in: Ordered via syndicate uplink, costs 2 telecrystals.
Used for: Hiding items under floortiles.
Strategy: Use it to stash contraband or bombs under the crew's feet.
Description
This satchel is made to fit under floortiles, and contains already a crowbar and floortile to hide it with. It can also fit in a back pack, making it an exceptional item for storage since it can hold normal sized items. Additionally, sometimes satchels can persist between rounds along with one of the items inside.

Stimpack

Stimpack
Stimpack
Found in: Ordered via syndicate uplink, costs 5 telecrystals.
Used for: Reducing stuns for a long time.
Strategy: Use it on yourself before a fight with security.
Description
This syringe comes loaded with a lot of stimulants, which will heavily reduce stuns and give a small heal over time.

Mulligan

Mulligan
Mulligan
Found in: Ordered via syndicate uplink, costs 4 telecrystals.
Used for: Changing identity.
Strategy: Use it on yourself and find new clothes.
Description
This syringe comes loaded with a mutation toxin that will randomize your appearance and identity, permanently.

EMP Flashlight

Flashlight
Flashlight
Found in: Ordered via syndicate uplink, costs 2 telecrystals
Used for: Disabling technology, such as cameras, radios, doors, cyborgs, etc.
Strategy: Best used stealthily against technology. For the traitor who prefers a more delicate touch.
Description
Behaves in almost an exactly similar way to the EMP kit's grenades/implant but is rechargeable, disguised, and localized. It functions exactly like a regular flashlight except when you hit something with the flashlight, the item will act as if it was hit with an EMP. Hitting a person with it will disable their headset and any energy based weaponry they possess, while hitting a cyborg will damage and stun it. Using it on doors may either open or electrify them. The flashlight constantly recharges, but only has around 4 uses before it needs to recharge.

Adaptive Cardboard Cutouts

Adaptive Cardboard Cutouts
Adaptive Cardboard Cutouts
Found in: Ordered via syndicate uplink, costs 1 telecrystal
Used for: Making the crew believe in a nonexistant threat.
Strategy: Place them somewhere, and disguise them as anything!
Description
This box contains three cardboard cutouts and a crayon to color them with; unlike normal cardboard cutouts, they have no distinctive yellow tint, which makes them good for fooling gullible crew or an AI.


Space Suits and Hardsuits

Syndicate Space Suit

Syndicate Space Suit
Syndicate Space Suit
Found in: Ordered via syndicate uplink, costs 4 telecrystals.
Used for: Surviving space.
Strategy: Wear it while going in space, store it in your backpack when you're done.
Description
A special syndicate space suit that fits in backpacks, slows you less, and has a weapon slot. The color will be suspicious to the crew, however.

Syndicate Hardsuit

Syndicate Hardsuit
Syndicate Hardsuit
Found in: Ordered via syndicate uplink, costs 8 telecrystals.
Used for: Surviving space, tactical armor.
Strategy: Wear it while going in space, store it in your backpack when you're done.
Description
The feared suit of a syndicate nuclear agent. It features an internal jetpack that draws from internals, a special combat mode that is not spaceworthy but won't slow down movement, and fairly resistant armor, all while fitting in backpacks.


Devices and Tools

Cryptographic Sequencer

Cryptographic Sequencer
Cryptographic Sequencer
Found in: Ordered via syndicate uplink, costs 6 telecrystals.
Used for: 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 (electromagnetic 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.

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

Fully Loaded Toolbox

"Suspicious Looking Toolbox"
"Suspicious Looking Toolbox"
Found in: Ordered via syndicate uplink, costs 1 telecrystal. There's also a couple found on the derelict space station.
Used for: Obtaining tools
Strategy: Useful in a pinch if the AI has bolted you in somewhere and you have no other way to escape.
Contents Description
Screwdriver tool.png Wrench.png Welder.png
Crowbar.png File:Multitool.png Wirecutters.png
It's a suspicious looking toolbox, filled with ordinary tools. Except instead of an analyzer, it comes with a multitool and combat gloves. It's also slightly more robust than a regular toolbox.

Syndicate Surgery Duffelbag

Syndicate Surgery Duffelbag
Syndicate Surgery Duffelbag
Found in: Ordered via syndicate uplink, costs 3 telecrystals.
Used for: Surgery
Strategy: Use it to perform any kind of surgical crime.
Contents Description
Hemostat.png Scalpel.png Retractor.png
Cautery.png Saw.png Drill.png

Drapes.png Muzzle.png File:Straight jacket.png MMI.png

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

Military Belt

Military Belt
Military Belt
Found in: Ordered via syndicate uplink, costs 1 telecrystal.
Used for: Storing combat equipment.
Strategy: Use it to store many weapons when you intend to go loud.
Description
A robust seven-slot red belt that is capable of holding all manner of tatical equipment. It is very obvious if you're examined.

Thermal Imaging Glasses

Thermal Imaging Glasses
Thermal Imaging Glasses
Found in: Ordered via syndicate uplink, costs 6 telecrystals.
Used for: Seeing people, creatures, and synthetics through walls.
Strategy: Used for tracking your targets and spotting threats or security ambushes.
Description
When worn, this item allows you to see any human, alien, cyborg, and even AIs through walls. Can be disguised as any kind of glasses. Wearing this leaves you very vulnerable to flashes, flashbangs, and EMP. Using a welding tool with this on may cause you to go blind.

Binary Translator Key

Binary Encryption Key
Binary Encryption Key
Found in: Ordered via syndicate uplink, costs 5 telecrystals.
Used for: 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

Syndicate Encryption Key
Syndicate Encryption Key
Found in: Ordered via syndicate uplink, costs 2 telecrystals.
Used for: Listening in on all of the station's radio chatter and communicating with other traitors that have purchased it.
Strategy: Eavesdrop on security. Communicate with other traitors for cooperative goodness.
Description
Needs to be attached to your headset before it can be used. Use a screwdriver to remove the keys already in your headset, and place the ones you want back in. This tool will allow you to listen in on all of the station department's radio channels and speak on a hidden Syndicate channel with other traitors that are using the key. Speak on the channel with a .t before your text.

Artificial Intelligence Detector

"Multitool"
"Multitool"
Found in: Ordered via syndicate uplink, costs 1 telecrystal.
Used for: Knowing when the AI is watching you.
Strategy: Keep this in a pocket or an open toolbelt and watch it when you intend to do something suspicious, to ensure the AI isn't looking.
Description
A functional multitool that turns red when it detects an artificial intelligence watching it or its holder. While the AI is watching or tracking you, the green center light will appear as red. If it is close but not seeing you yet, it'll be yellow. Knowing when an artificial intelligence is watching you is useful for knowing when to maintain cover, such as before murdering someone or breaking in somewhere.

Hacked AI Upload Module

Hacked AI Law Upload Module
Hacked AI Law Upload Module
Found in: Ordered via syndicate uplink, costs 14 telecrystals.
Used for: Changing the AI's laws to what you want.
Strategy: Break into AI Upload to upload, or steal the AI Upload circuit from Tech Storage. The more competent the AI is, the more useful this will be.
Description
This is 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 AIs would love to use any loophole it can find to kill you.

Plastic Explosive charge (C4)

C-4
C-4
Found in: Ordered via syndicate uplink, costs 1 telecrystal.
Used for: Blowing stuff up.
Strategy: Stick it on things that need to blow up.
Description
This pack of explosives can detonate and destroy almost anything it is placed on, after any chosen amount of seconds (the shortest being 10). C4 takes 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.

Bag of C-4 Explosives

Bag of C-4 Explosives
Bag of C-4 Explosives
Found in: Ordered via syndicate uplink, costs 9 telecrystals. (10% discount)
Used for: Blowing lots of stuff up.
Strategy: Stick it on things that need to blow up.
Description
Contains 10 C4 charges in a handy dufflebag, to use however you want.


Bag of X-4 Explosives

Bag of X-4 Explosives
Bag of X-4 Explosives
Found in: Ordered via syndicate uplink, costs 4 telecrystals.
Used for: Blowing stuff up.
Strategy: Stick it on things that need to blow up.
Description
Contains 3 X4 charges in a handy dufflebag, to use however you want. X4 is a more powerful version of C4, and will also deal damage in a cone behind the target.

Power Sink

Power Sink
Power Sink
Found in: Ordered via syndicate uplink, costs 6 telecrystals
Used for: Sucks up all the station power, causing a black-out.
Strategy: This will suck up all the station's power very quickly. Use it on the main station's power grid to suck it. Don't place it on solars, as it will only suck out the solar's power.
Description
This bad boy is a station engineers and AI's worst enemy. When bought, this thing is useless, but when the power sink comes in contact with exposed wires out in space or on the station it starts to drain the power at a RAPID rate. You must screw it into place on a wire with a screwdriver, then turn it on. But as easy as it was set down, any one can pick it right back up! Make sure to put it somewhere secure, but also make sure that it is attached to the main station power. Once it's drained enough power, it explodes violently!

Power Beacon

"Ominous Beacon"
"Ominous Beacon"
Found in: Ordered via syndicate uplink, costs 14 telecrystals.
Used for: Attracting a loose singularity/tesla towards the beacon at a brisk pace.
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/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.

Syndicate Bomb

Syndicate Bomb
Syndicate Bomb
Found in: Ordered via syndicate uplink, costs 11 telecrystals.
Used for: Making really big holes.
Strategy: Place somewhere safe, activate, and run. Make sure nobody defuses it.
Description
The Syndicate Bomb has an adjustable timer with a minimum setting of 90 seconds. Ordering the bomb sends you a small beacon, which will teleport the explosive to your location when you activate it. You can wrench the bomb down to prevent removal. The crew may defuse the bomb by opening up the wiring and messing with it, however this has a chance of backfiring and causing the bomb to explode instantly. This can be used to your advantage by figuring out the detonation wire and adding a signaler so you can control when the bomb will go off. When the bomb explodes, it creates a huge explosion, which punches holes in the station and destroys the surrounding area. Flames burst everywhere, but they extinguish almost immediately, most likely due to exposure to space. Despite their cost, an expertly made tank bomb can still outdo the explosion caused by these.

Radioactive Microlaser

'Health Analyzer'
'Health Analyzer'
Found in: Ordered via syndicate uplink, costs 3 telecrystals.
Used for: Stealthily irradiating people.
Strategy: Use it on someone, wait for the radiations to kick in and knock them out.
Description
A radioactive microlaser disguised as a standard Nanotrasen health analyzer. When used, it emits a powerful burst of radiation, which, after a short delay, can incapitate 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.

Implants

Freedom Implant

Freedom Implant
Freedom Implant
Found in: Ordered via syndicate uplink, costs 5 telecrystals.
Used for: Escaping an arrest.
Strategy: Instantly uncuffing yourself so you can make your escape/kill the arresting officer.
Description
If you inject yourself with the implanter inside, you can instantly get out of handcuffs 4 times. This can be quite useful for a traitor, but it's nigh useless for the syndicate during nuke operations because most people just kill them on sight. Be wary that if security figure out you can break out of handcuffs, they'll typically opt to execute you instead of arresting you.

Storage Implant

Storage Implant
Storage Implant
Found in: Ordered via syndicate uplink, costs 8 telecrystals.
Used for: Storing suspicious items.
Strategy: Use it to keep contraband, so it can't be discovered by a random search.
Description
If you inject yourself with the implanter inside, you'll gain an action button that reveals a two item storage space, that can't be detected without surgery.

Uplink Implant

Uplink Implant
Uplink Implant
Found in: Ordered via syndicate uplink, costs 14 telecrystals.
Used for: Spawning syndicate items without using your hands or PDA. Contains 10 telecrystals.
Strategy: Useful if you want to try completing your objective without any syndicate items. Use it in the case you get permabrigged.
Description
Injecting yourself with this will allow you to bring up a syndicate uplink menu by using a custom emote at any time. It comes with 10 telecrystals. 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

Adrenal Implant
Adrenal Implant
Found in: Ordered via syndicate uplink, costs 8 telecrystals.
Used for: Removing stuns, healing.
Strategy: Surprise arresting officers by popping right back up after being tased. Proceed to murder shocked arresting officers.
Description
An implant injected into the body, and later activated with an emote to inject a chemical cocktail with a mild healing effect and a removal of all stuns. Using it after being stunned will immediately bring you back to your feet. Has 3 uses. Only available when there are more than 25 players.

Role Restricted

Reverse Revolver

Reverse Revolver
Reverse Revolver
Found in: Ordered via syndicate uplink, costs 14 telecrystals. Only available to the Clown.
Used for: PRANKING (GONE WRONG)
Strategy: shoot at people with it, have people shoot at you with it!
Description
This revolver with a special pin can only be shot straight by clumsy people. Everyone else who tries to fire it will instead shoot themselves in the face. People can prove hard to convince it's the real deal, especially those darn metagamers that see a clown with a gun and know what's up. Advanced pranking would involve other traitors' revolvers, or you somehow switching this gun's pin with someone else's.

EZ clean bundle

EZ clean bundle
EZ clean bundle
Found in: Ordered via syndicate uplink, costs 6 telecrystals. Only available to the Janitor.
Used for: Cleaning every "stain" with maximum prejudice
Strategy: It still cleans and looks like a normal cleaning grenade, so you have a bit of headstart when throwing it in the middle of a crowded, dirty hallway. They will notice very soon though.
Description
This bundle of 3 illegal cleaning grenades from Waffle Co. have a generous serving of trademark reagent "ez clean", guaranteed to strip away any organic stain. Highly effective in littered, dirty, crowded hallways.

His Grace

His Grace
His Grace
Found in: Ordered via syndicate uplink, costs 20 telecrystals. Only available to the Chaplain.
Used for: Caedite eos. Novit enim Dominus qui sunt eius.
Strategy: The counter resets with each body consumed, and with it the benefits. Try to build corpse stockpiles to minimize the risks of maximum buffs. The hunger also grows faster with each body consumed.
Description
His Grace is a powerful entity that can grant enormous powers in exchange for sacrifices. Spawned dormant use it inhand to activate it. Once activated and soulbound to the player, the hunger starts. As His Grace grows hungrier, it grants its wielder various buffs.
It starts peckish, giving just a moderate damage buff.
Then he hungers, giving some damage and healing when held, and will devour any that come near him if he is resting on the ground.
More hunger leads to him being famished, at which point the damage and healing start to become considerable, but he will not let go of your hand anymore at this point. GET-FOOD.
STARVING: NOW YOU DID IT. You are basically a hulk with a ridiculous healing buff; I hope you read this guide in advance, because you have about ten seconds to live befor-

DEATH: you are dead. The hunger was too much, so His Grace has worked his way up your arm and popped your head in his jaws like a ripe grape. At this point the counter resets, his grace rests on the ground one last time and if no assistants gets too close, becomes dormant again from the hunger. Bodies can be retrieved from his jaws, and changelings can revive and crawl out.

Haunted Magic Eightball

Haunted Magic Eightball
Haunted Magic Eightball
Found in: Ordered via syndicate uplink, costs 2 telecrystals. Only available to the Librarian.
Used for: getting dicked over by ghosts and wasting TCs
Strategy: be part of a ghosting circlejerk
Description
An arcane 8-ball, it will send any question spoken aloud to all ghosts on station once shaken. Ghosts are fickle things, you should not expect them to help you: depending on your murderous tendencies they might even work against you! You can only buy 1, so choose your questions wisely!

Ancient Jumpsuit

Ancient Jumpsuit
Ancient Jumpsuit
Found in: Ordered via syndicate uplink, costs 20 telecrystals. Only available to Assistants.
Used for: show you are a seasoned greytider
Strategy:
1:Be shitter
2:Befriend admins
3:????
4:player reference aquired!
Description
An old smelly grey jumpsuit, this item provides no benefit or disadvantage other than bragging rights to a certain someone.

(Pointless) Badassery

Syndicate Bundle

"Box"
"Box"
Found in: Ordered via syndicate uplink, costs 20 telecrystals.
Used for: Random Traitoring.
Strategy: Get this if you don't know what you want to get, or if you want a challenge.
Description
Weightedly picks a set of Syndicate items and spawns them in a common box. The total cost of items you get is always more than 20 telecrystals (except for bond).
You get more than you would normally be able to at the cost of not knowing what you're going to get.

[Show/hide] Possible Sets

Spy

  • Chameleon Jumpsuit
  • Chameleon Mask (with voice changer)
  • Agent ID Card
  • Camera Bug
  • AI Detector
  • Syndicate Encryption Key
  • Mulligan Syringe
  • Switchblade
  • Syndicate Cigarettes
  • EMP Flashlight
  • Chameleon Projector

Stealth

  • Energy Crossbow
  • Sleepy Pen
  • Radioactive Microlaser
  • Chameleon Projector
  • Syndicate Soap
  • Optical Thermal Scanners

Bond

  • Stechkin Pistol
  • Suppressor
  • 10mm Magazine
  • 10mm Magazine
  • Chameleon Jumpsuit
  • Agent ID Card
  • Stimpack

Screwed

  • Syndicate Bomb beacon
  • Syndicate Minibomb
  • Power Sink
  • Syndicate Space Suit
  • Syndicate Encryption Key

Guns

  • Revolver
  • Ammo .357
  • Ammo .357
  • Cryptographic Sequencer
  • C4 Plastic Explosive
  • Nitrile Gloves
  • Clown Mask
  • Black Jacket

Murder

  • Energy Sword
  • Optical Thermal Scanner
  • Cryptographic Sequencer
  • No-Slip Shoes
  • Syndicate Encryption Key
  • Syndicate Minibomb

Implant

  • Freedom Implant
  • Uplink Implant
  • EMP Implant
  • Adrenal Implant
  • Explosive Implant
  • Storage Implant

Hacker

  • Cryptographic Sequencer
  • Hacked AI Module
  • Binary Encryption Key
  • Toy AI
  • AI Detector

Sabotage

  • C4 Plastic Explosive
  • C4 Plastic Explosive
  • Airlock Charge
  • Airlock Charge
  • Camera Bug
  • Power Sink Beacon
  • Detomatix Cartridge
  • Fully Loaded Toolbox
  • Pizza Bomb

Dark Lord

  • 2x Energy Sword
  • Telekinesis SE Injector
  • Agent ID Card
  • Dark Lord robes
  • No-Slip Shoes
  • Summon Item Spellbook

Sniper

  • Sniper Rifle
  • Box of Penetrator Rounds
  • Optical Thermal Scanners
  • Nitrile Gloves
  • Clown Mask
  • Black Jacket

Metaops

  • Syndicate Hardsuit
  • Bulldog Shotgun
  • Explosive Implant
  • 2x Buckshot Magazines
  • 2x C4 Plastic Explosives
  • Cryptographic Sequencer

Ninja

  • Katana
  • Adrenal Implant
  • 6x Throwing Stars
  • Military Belt
  • Agent ID Card
  • Chameleon Projector

Syndicate Playing Cards

Syndicate Playing Cards
Syndicate Playing Cards
Found in: Ordered via syndicate uplink, costs 1 telecrystal.
Used for: Playing cards, cheap throwing stars.
Strategy: Use these as a shitty throwing weapon, when you're bored and playing cards is the only option left, or as a signature for your murders.
Description
A special deck of space-grade playing cards with a mono-molecular edge and metal reinforcement, making them slightly more robust than a normal deck of cards.

Syndicate Briefcase Full of Cash

Syndicate Briefcase Full of Cash
Syndicate Briefcase Full of Cash
Found in: Ordered via syndicate uplink, costs 1 telecrystal.
Used for: Trading.
Strategy: Use the cash to buy your objective, or export it with cargo to order crates.
Description
A secure briefcase containing 5000 space credits. Useful for bribing personnel, or purchasing goods and services at lucrative prices. The briefcase also feels a little heavier to hold; it has been manufactured to pack a little bit more of a punch if your client needs some convincing.

Syndicate Smokes

Syndicate Smokes
Syndicate Smokes
Found in: Ordered via syndicate uplink, costs 2 telecrystals.
Used for: Cool-looking regeneration.
Strategy: Smoke them to inhale omnizine and heal over time.
Description
Strong flavor, dense smoke, infused with omnizine. Captain starts with these in his smoke vendor on meta station

For showing that you are The Boss

"Syndicate Balloon"
"Syndicate Balloon"
Found in: Ordered via syndicate uplink, costs 20 telecrystals.
Used for: Looking fucking awesome.
Strategy: Buy this if you feel you can do your objectives without the use of syndicate items.
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 GRAND PRIZE.

Syndicate Surplus Crate

"Crate"
"Crate"
Found in: Ordered via syndicate uplink, costs 20 telecrystals.
Used for: Taking a gamble or getting tons of items.
Strategy: This can contain nearly everything on the uplink. If you want to take a gamble, buy it.
Description
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. Only available when there are more than 25 players.

Nuclear Strike Team

Items only available to syndicate operatives during Nuke.

Bundles

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

C-20r bundle

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

Bulldog bundle

Bulldog bundle
Bulldog bundle
Found in: Ordered via syndicate uplink, costs 13 telecrystals, saving 3.
Used for: Getting a rounded shotgun kit.
Strategy: Shoot people with it.
Description
Lean and mean: Optimised for people that want to get up close and personal. Contains the popular Bulldog shotgun, a 12g stun drum, a 12g buckshot drum, and a pair of thermal imaging goggles.

Medical bundle

Medical bundle
Medical bundle
Found in: Ordered via syndicate uplink, costs 15 telecrystals, saving 5.
Used for: Getting a rounded medical kit.
Strategy: Become a combat medic to keep your team up and running.
Description
The support specialist: Aid your fellow operatives with this medical bundle. Contains a combat first-aid kit loaded with medical gauze, a compact defibrillator, a combat hypospray loaded with nanites, a brute and burn patch and a chloral hydrate syringe. Also includes night vision health HUD glasses, a Donksoft machine gun, a box of ammo, and a pair of magboots to rescue your friends in no-gravity environments.

Sniper bundle

Sniper bundle
Sniper bundle
Found in: Ordered via syndicate uplink, costs 20 telecrystals, saving 6.
Used for: Getting all you need to start sniping.
Strategy: Become a long-range sniper.
Description
Elegant and refined: Contains a collapsed sniper rifle in an expensive carrying case, a haemorrage magazine, a soporific magazine, a free surplus supressor, and a worn out suit and tie.

Bioterror bundle

Bioterror bundle
Bioterror bundle
Found in: Ordered via syndicate uplink, costs 30 telecrystals, saving 12.
Used for: Getting all you need to commit several war crimes.
Strategy: Start a biological disaster, and spread chaos among the crew.
Description
For the madman: Contains a Bioterror spray, Bioterror Grenade, a Poison Kit, a Dart Pistol, a box of syringes, a Donksoft assault rifle, and some extra darts. Remember: Seal suit and equip internals before use.

Spetsnaz Pyro bundle

Spetsnaz Pyro bundle
Spetsnaz Pyro bundle
Found in: Ordered via syndicate uplink, costs 30 telecrystals, saving 12.
Used for: Getting all you need to watch the worldstation burn.
Strategy: Start fires everywhere. Make sure the other operatives are wearing fireproof suits as well!
Description
For systematic suppression of carbon lifeforms in close range: Contains an elite fireproof hardsuit, a pyro backpack fire sprayer, a pistol, two magazines, a bottle of flammable vodka, a pipebomb, and a stimulant syringe.

Weapons

Bulldog Shotgun

Bulldog Shotgun
Bulldog Shotgun
Found in: Ordered via syndicate uplink, costs 8 telecrystals.
Used for: Killing/Stunning people.
Strategy: A robust shotgun. Holds a wide selection of ammo types.
Description
The Bulldog is a semi-automatic drum fed shotgun that can hold up to 8 shells. This can make a excellent fallback weapon or a robust primary weapon by itself. While its suffers from the drawbacks of shotguns (less damage at range) it can nonetheless make a reliable and cheap alternative to other more expensive weapons. A Bulldog with stun shells and a Sketchin can make for a cheap alternative C20r SMG when strapped for telecrystals. Initially loaded with a stun shells drum, it must be loaded with other kinds of ammo to do damage. Starts with a syndicate firing pin, which prevents enemies from using it.

[Show/hide] Bulldog Ammo

Ammo-12g Stun Slug

Stun Slug Drum Magazine
Stun Slug Drum Magazine
Found in: Ordered via syndicate uplink, costs 2 telecrystal, only available to Nuclear Agents. Free Magazine in starting Bulldog.
Used for: 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 be extremely lethal.

Ammo-12g Buckshot

Buckshot Drum Magazine
Buckshot Drum Magazine
Found in: Ordered via syndicate uplink, costs 2 telecrystals.
Used for: Loading the Bulldog.
Strategy: Lock and load.
Description
A 8 round drum magazine for use in the Bulldog Shotgun. Essentially functions as any normal shotgun, deals great damage in close range combat, dealing 75 brute damage if all pellets hit, but at mid to long range deals very variable if not very little damage. Akin to most shotguns a buckshot magazine is unreliable in ranged combat, however this ammo type excels in close range encounters such as maintenance or when holding a corner.

Ammo-12g Slugs

Slug Drum Magazine
Slug Drum Magazine
Found in: Ordered via syndicate uplink, costs 3 telecrystals.
Used for: Loading the Bulldog.
Strategy: Lock and load.
Description
A 8 round drum magazine for use in the Bulldog Shotgun. Shoots one single 60-damage projectile. Deals less damage in close quarters, but it's better when fighting at longer distances. Also reduces the chance of hitting felow operatives.

Ammo-12g Dragon's Breath

Dragon's Breath Drum Magazine
Dragon's Breath Drum Magazine
Found in: Ordered via syndicate uplink, costs 2 telecrystals.
Used for: Loading the Bulldog.
Strategy: Lock and load.
Description
A 8 round drum magazine for use in the Bulldog Shotgun. Dragon's Breath shells trade immediate damage, dealing only 20 brute damage if all pellets hit a target, for long term damage in setting anyone caught in its blast on fire. A shot from a Dragon's Breath magazine leaves a long trail of fire that quickly dissipates, but can be effective in setting many crew members on fire. Don't shoot your own teammates in the back.

Ammo-12g Breaching

Breaching Drum Magazine
Breaching Drum Magazine
Found in: Ordered via syndicate uplink, costs 2 telecrystals.
Used for: Loading the Bulldog.
Strategy: Lock and load.
Description
A 8 round drum magazine for use in the Bulldog Shotgun. Breaching shells shoot one single, 10 damage bullet, that stuns any person it hits. The real value of these shells is that anything hit by them is knocked away, including normally anchored things like airlocks.

Ammo-12g Bundle

Drum Magazine Bundle
Drum Magazine Bundle
Found in: Ordered via syndicate uplink, costs 12 telecrystals, saving 7.
Used for: Loading Bulldogs.
Strategy: Lock and load.
Description
Contains several drums to reload Bulldog shotguns. Contains 6 stun drums, a buckshot drum, a slug drum and a dragon's breath drum.

C-20r Submachine Gun

C-20r Submachine Gun
C-20r Submachine Gun
Found in: Ordered via syndicate uplink, costs 10 telecrystals.
Used for: Killing people.
Strategy: The signature weapon of Nuke Ops, it deals reliable damage and fires in two-round bursts.
Description
Deals 30 brute damage per round, with 20-round magazines. A reliable and robust weapon. Can also be fitted with a silencer. Starts with a syndicate firing pin, which prevents enemies from using it.

[Show/hide] C-20r Ammo

.45 Ammo

.45 Ammo
.45 Ammo
Found in: Ordered via syndicate uplink, costs 3 telecrystals.
Used for: Loading a C-20r SMG.
Strategy: Lock and load.
Description
A 20-round .45 magazine for use in the C-20r submachine gun.

.45 Ammo Bundle

.45 Ammo Bundle
.45 Ammo Bundle
Found in: Ordered via syndicate uplink, costs 20 telecrystals.
Used for: Loading several C-20r SMGs.
Strategy: Lock and load.
Description
Contains 9 C-20r SMG magazines, for a total of 180 shots.

L6 Squad Automatic Weapon

L6 SAW
L6 SAW
Found in: Ordered via syndicate uplink, costs 18 telecrystals.
Used for: 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 5.56x25mm rounds dealing 45 brute damage each. Three good shots on someone and they're down. Shoots in three-round bursts and needs two free hands to use - if the other hand is holding something, the SAW will fall off your hands when shooting. Starts with a syndicate firing pin, which prevents enemies from using it.

[Show/hide] SAW Ammo

5.56x45mm Box Magazine

Ammo-5.56x45mm
Ammo-5.56x45mm
Found in: Ordered via syndicate uplink, costs 6 telecrystals.
Used for: Loading the L6 SAW.
Strategy: Lock and load.
Description
A 50-round magazine of 5.56x45mm 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.

5.56x45mm (Bleeding) Box Magazine

5.56x45mm (Bleeding) Box Magazine
5.56x45mm (Bleeding) Box Magazine
Found in: Ordered via syndicate uplink, costs 6 telecrystals.
Used for: Loading the L6 SAW.
Strategy: Lock and load.
Description
A 50-round magazine of 5.56x45mm ammunition, containing bleeding rounds, that only deal 20 damage but cause severe bleeding on hit.

5.56x45mm (Hollow-Point) Box Magazine

Ammo-5.56x45mm (Hollow-Point) Box Magazine
Ammo-5.56x45mm (Hollow-Point) Box Magazine
Found in: Ordered via syndicate uplink, costs 6 telecrystals.
Used for: Loading the L6 SAW.
Strategy: Lock and load.
Description
A 50-round magazine of 5.56x45mm Hollow-Point ammunition, that deals 60 damage on hit, that is however heavily reduced by armor.

5.56x45mm (Armor Penetrating) Box Magazine

Ammo-5.56x45mm (Armor Penetrating) Box Magazine
Ammo-5.56x45mm (Armor Penetrating) Box Magazine
Found in: Ordered via syndicate uplink, costs 6 telecrystals.
Used for: Loading the L6 SAW.
Strategy: Lock and load.
Description
A 50-round magazine of 5.56x45mm Armor Penetrating ammunition, that deals 40 damage on hit and negates all but the most durable armor.

5.56x45mm (Incendiary) Box Magazine

Ammo-5.56x45mm (Incendiary) Box Magazine
Ammo-5.56x45mm (Incendiary) Box Magazine
Found in: Ordered via syndicate uplink, costs 6 telecrystals.
Used for: Loading the L6 SAW.
Strategy: Lock and load.
Description
A 50-round magazine of 5.56x45mm Incendiary ammunition, that only deals 7 damage on hit but leaves a fiery trail, while setting targets hit on fire as well.

Sniper Rifle

Sniper Rifle
Sniper Rifle
Found in: Ordered via syndicate uplink, costs 16 telecrystals.
Used for: Killing people from far away.
Strategy: A long-range sniper rifle, useful for shooting down hallways or from space.
Description
The Sniper Rifle is a high-power long range weapon fitted with a scope; activating the scope will move your screen several tiles in front of you, allowing you to see further than normally possible, allowing you to shoot unaware targets. Requires a free hand to use. Initially loaded with 6 .50 sniper rounds, which deal 70 damage, stun, penetrate armor, and have a chance of dismembering limbs. They can also deal significant damage to objects, destroying airlocks and machinery in one or two hits. Starts with a syndicate firing pin, which prevents enemies from using it.

[Show/hide] Sniper Ammo

.50 Magazine

.50 Magazine
.50 Magazine
Found in: Ordered via syndicate uplink, costs 4 telecrystals.
Used for: Loading the Sniper Rifle.
Strategy: Lock and load.
Description
A 6-round magazine of .50 ammunition for the sniper rifle. Deals 70 damage, stuns, penetrates armor and destroys machinery on hit.

.50 Soporific Magazine

.50 Soporific Magazine
.50 Soporific Magazine
Found in: Ordered via syndicate uplink, costs 6 telecrystals.
Used for: Loading the Sniper Rifle.
Strategy: Lock and load.
Description
A 6-round magazine of .50 soporific ammunition for the sniper rifle. Deals no damage and doesn't break machinery, but any human hit by these will fall asleep for about 40 seconds.

.50 Haemorrage Magazine

.50 Haemorrage Magazine
.50 Haemorrage Magazine
Found in: Ordered via syndicate uplink, costs 4 telecrystals.
Used for: Loading the Sniper Rifle.
Strategy: Lock and load.
Description
A 6-round magazine of .50 haemorraging ammunition for the sniper rifle. Deals 15 damage and has less armor penetration, doesn't stun, dismember, or break machinery. Anyone hit by these, however, will suffer extreme bloodloss, which will usually result in suffocation.

.50 Penetrator Magazine

.50 Penetrator Magazine
.50 Penetrator Magazine
Found in: Ordered via syndicate uplink, costs 5 telecrystals.
Used for: Loading the Sniper Rifle.
Strategy: Lock and load.
Description
A 6-round magazine of .50 penetrating ammunition for the sniper rifle. Deals 60 damage, doesn't stun, dismember or break machinery. But it passes through everything it hits, including walls, making it extremely useful for crowds or very protected targets, like the AI.

Surplus Rifle

Surplus Rifle
Surplus Rifle
Found in: Ordered via syndicate uplink, costs 2 telecrystals.
Used for: Arming someone cheaply.
Strategy: A cheap rifle. Better than nothing, if you've got a pair of spare TC.
Description
A Mosin Nagant bolt-action rifle, loaded with 5 7.62 bullets. Deals 60 damage on hit, but must be loaded every shot.

[Show/hide] Surplus Rifle Ammo

Surplus Rifle Clip

Surplus Rifle Clip
Surplus Rifle Clip
Found in: Ordered via syndicate uplink, costs 1 telecrystal.
Used for: Loading the Surplus Rifle.
Strategy: Lock and load.
Description
A stripper clip used to quickly load bolt action rifles. Contains 5 rounds.

Flamethrower

Flamethrower
Flamethrower
Found in: Ordered via syndicate uplink, costs 4 telecrystals.
Used for: Setting things on fire.
Strategy: A plasma-loaded flamethrower. Make sure you and your team have fireproof suits when using, or you'll end up burnind yourself.
Description
Shoots jets of burning plasma. Has little stopping power, but will usually cause enemies to retreat. Can be reloaded by using plasma tanks or canisters in Toxins or Engineering.

Toy Submachine Gun

Donksoft SMG
Donksoft SMG
Found in: Ordered via syndicate uplink, costs 5 telecrystals.
Used for: Not being taken seriously.
Strategy: Deals no real damage, but the riot darts it's loaded with cause 25 stamina damage, knocking victims down.
Description
A toy SMG. Guaranteed to not be taken seriously until it's too late. Loaded with 20 darts. Starts with a syndicate firing pin, which prevents enemies from using it.

Toy Machine Gun

Donksoft LMG
Donksoft LMG
Found in: Ordered via syndicate uplink, costs 10 telecrystals.
Used for: Not being taken seriously.
Strategy: Deals no real damage, but the riot darts it's loaded with cause 25 stamina damage, knocking victims down.
Description
A toy SAW. Guaranteed to not be taken seriously until it's too late. Loaded with 50 darts. Starts with a syndicate firing pin, which prevents enemies from using it.

Box of Riot Darts

Box of Riot Darts
Box of Riot Darts
Found in: Ordered via syndicate uplink, costs 2 telecrystals.
Used for: Loading toy weapons.
Strategy: Lock and load.
Description
Contains 40 Riot Foam Darts, that deal 25 stamina damage. They can also be reused if collected from the ground.

Viscerator Delivery Grenade

Viscerator Grenade
Viscerator Grenade
Found in: Ordered via syndicate uplink, costs 5 telecrystals.
Used for: Crowd Control.
Strategy: Shoot several killdrones that will try to hack off people's limbs.
Description
This grenade, when thrown, will disperse 10 manhack viscerators. They will proceed to chase and attack any nearby Non-Syndicate personnel. They deal a surprisingly 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 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 off when attacking.

Chemical Foam Grenade

Chemical Foam Grenade
Chemical Foam Grenade
Found in: Ordered via syndicate uplink, costs 5 telecrystals.
Used for: Crowd Control.
Strategy: Emits extremely debilitating foam.
Description
A powerful chemical foam grenade which creates a deadly torrent of foam that will mute, blind, confuse, mutate, and irritate carbon lifeforms. Specially brewed by Tiger Cooperative chemical weapons specialists using additional spore toxin. Ensure suit is sealed before use.

Grenadier's Belt

Grenadier's Belt
Grenadier's Belt
Found in: Ordered via syndicate uplink, costs 22 telecrystals.
Used for: Lobbing several kinds of grenades.
Strategy: Contains a grenade for every situation. Avoid blowing yourself up with them.
Description
A belt containing a large amount of assorted grenades. TO be specific, it contains:
  • 1 Flashbang;
  • 4 Smoke Bombs;
  • 2 EMP Grenades;
  • 10 Frag Grenades: A bit less powerful than minibombs, but with a higher flame range;
  • 4 Gluon Grenades: They deal radiation damage when exploding, and freeze the surrounding area afterwards, making it slippery;
  • 2 Incendiary Grenades: They spread a wave of plasmafire, burning everything in their path;
  • 1 Fluorosulfuric Acid Smoke Grenade: It will spread extremely potent acid in its area of effect, melting armor, objects and people inside;
  • 2 Syndicate Minibombs;
  • Screwdriver and Multitool to customize grenades. Some different triggers can be found in the Syndicate Infiltrator Ship.

Biohazardous Chemical Sprayer

Biohazardous Chemical Sprayer
Biohazardous Chemical Sprayer
Found in: Ordered via syndicate uplink, costs 20 telecrystals.
Used for: Extreme Crowd Control.
Strategy: Shoots dangerous poisons.
Description
A high-volume chemical sprayer loaded with the most lethal poisons available to the syndicate; anyone caught by the spray will die a quick and painful death if not treated immediately or wearing protective clothing.

Fungal Tuberculosis Grenade

Fungal Tuberculosis Grenade
Fungal Tuberculosis Grenade
Found in: Ordered via syndicate uplink, costs 12 telecrystals.
Used for: Biological Warfare.
Strategy: Spreads an extremely dangerous and infectious virus.
Description
A box that contains several ways to apply the Fungal Tuberculosis virus: an extremely virulent and hard to cure disease that stuns and suffocates its targets. The box contains a viral smoke grenade, 5 single-use instant injectors, a culture bottle and a normal syringe.

Space Suits and Hardsuits

Elite Syndicate Hardsuit

Elite Syndicate Hardsuit
Elite Syndicate Hardsuit
Found in: Ordered via syndicate uplink, costs 8 telecrystals.
Used for: Having better armor and fireproofing.
Strategy: Wear it.
Description
Works like a syndicate hardsuit, but it's more armored and completely immune to fire and acid. Useful when using fire-based weapons.

Shielded Hardsuit

Shielded Hardsuit
Shielded Hardsuit
Found in: Ordered via syndicate uplink, costs 30 telecrystals.
Used for: Having better armor and fireproofing.
Strategy: Wear it.
Description
Works like a syndicate hardsuit, but it has a shield that completely negates attacks until it depletes. Stores up to 3 charges, which regenerate when not being hit for 20 seconds. If the shielding falls, however, it's less armoured than a normal hardsuit.

Devices and Tools

Syndicate Medical Supply Kit

Syndicate Medical Supply Kit
Syndicate Medical Supply Kit
Found in: Ordered via syndicate uplink, costs 4 telecrystals.
Used for: Healing your fellow operatives.
Strategy: Use this to keep your team alive.
Description
The syndicate medkit is a suspicious black and red. Included is a combat stimulant injector for rapid healing, 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).

Blood-Red Magboots

Blood-Red Magboots
Blood-Red Magboots
Found in: Ordered via syndicate uplink, costs 2 telecrystals.
Used for: Working without gravity.
Strategy: Activate them if the gravity generator stops working.
Description
A pair of magnetic boots that will keep you on the ground if the gravity fails or is sabotaged, giving you a mobility advantage. If activated with gravity they will protect from slips, but they will slow you down.

Syndicate Detonator

Syndicate Detonator "Big red button"
Syndicate Detonator
"Big red button"
Found in: Ordered via syndicate uplink. It costs 3 telecrystals.
Used for: Detonating all syndicate bombs at once.
Strategy: Coordinating bomb blasts to destroy multiple objects simultaneously.
Description
The Syndicate Detonator is a companion device to the Syndicate Bomb. Simply press the included button and an encrypted radio frequency will instruct all live syndicate bombs to detonate. Useful for when speed matters or you wish to synchronize multiple bomb blasts. Be sure to stand clear of the blast radius before using the detonator.

Operatives start with a working detonator in their base, buying this is usually redundant.

Assault Pod Targeting Device

Assault Pod Targeting Device
Assault Pod Targeting Device
Found in: Ordered via syndicate uplink. It costs 30 telecrystals.
Used for: Dropping on the station with style.
Strategy: Use this to drop into a central area, giving less time to react to the crew.
Description
This device allows you to aim and use the assault pod located to the east of the syndicate base. The doors are id-locked to operatives and it's defended by wall-mounted automatic guns, making it a safe location to retreat to if necessary.

It cannot return to the syndicate station, so at least one operative should send the ship onto the station to be able to come back. Also, don't forget the nuke behind!

Energy Shield

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

Medbeam Gun

Medbeam Gun
Medbeam Gun
Found in: Ordered via syndicate uplink, costs 15 telecrystals.
Used for: Constant and free healing.
Strategy: Use it on a target to begin healing it.
Description
A very efficient healing tool, that doesn't require the constant attention of the healer, since he can keep it in his offhand while shooting with the other hand. It cannot self-heal, however.

Crossing the streams or trying to heal a target already being healed by another medbeam will cause a huge explosion. Be very wary when using two medbeam guns, or avoid buying two altogether.

Intelligence Potion

Intelligence Potion
Intelligence Potion
Found in: Ordered via syndicate uplink, costs 4 telecrystals.
Used for: Giving intelligence to an animal.
Strategy: Use it on an animal to render it intelligent and loyal to you.
Description
This potion will grant intelligence (i.e. a player controller and speech) to any simple mob it is used on, usually Cayenne, also enslaving them to your commands.

Implants

Microbomb Implant

Microbomb Implant
Microbomb Implant
Found in: Ordered via syndicate uplink, costs 2 telecrystals.
Used for: Exploding on death.
Strategy: Use it when dying to prevent your items from being stolen.
Description
Nuclear Operatives start with bomb implants already, but if you feel like increasing the strength of the explosion, you can add more explosive implants.

Macrobomb Implant

Macrobomb Implant
Macrobomb Implant
Found in: Ordered via syndicate uplink, costs 20 telecrystals.
Used for: Exploding on death.
Strategy: Use it when dying to prevent anyone close to your corpse from being alive.
Description
A much more powerful version of the Microbomb Implant, this will cause a delayed but much more powerful explosion on death. Make sure to warn your comrades of this, as you might catch them in the blast if they're unaware.

Cybernetic Implants

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

Thermal Vision Implant

Thermal Vision Implant
Thermal Vision Implant
Found in: Ordered via syndicate uplink, costs 8 telecrystals.
Used for: Seeing living beings through walls.
Strategy: Implant it in yourself.
Description
Like optical thermal goggles, but leaves your glasses slot free for other glasses.

X-Ray Vision Implant

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

CNS Rebooter Implant

CNS Rebooter Implant
CNS Rebooter Implant
Found in: Ordered via syndicate uplink, costs 12 telecrystals.
Used for: Reducing stuns.
Strategy: Implant it in yourself.
Description
This implant will shorten any stun longer than 4 seconds to 4 seconds.

Reviver Implant

Reviver Implant
Reviver Implant
Found in: Ordered via syndicate uplink, costs 8 telecrystals.
Used for: Recovering from crit.
Strategy: Implant it in yourself.
Description
This implant will heal you once you fall into crit, then goes into cooldown.

Cybernetic Implant Bundle

Cybernetic Implant Bundle
Cybernetic Implant Bundle
Found in: Ordered via syndicate uplink, costs 40 telecrystals.
Used for: Implanting your team.
Strategy: Implant it in your team.
Description
Contains 5 random cybernetic implants. Guaranteed to at least pay for its cost.

Support

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

Dark Gygax

Dark Gygax
Dark Gygax
Found in: Ordered via syndicate uplink, costs 80 telecrystals.
Used for: Heavy Fire Support.
Strategy: Mow down hallways of people and teleport onto the bridge to give the Captain a big surprise!
Description
One of the two assault mechs available to the operatives. At a heavy investment this mech provides a very powerful and versatile assault platform to support the assault into the station. Boasting a decent movement speed, an Ultra AC2 machinegun that shoots in bursts, a grenade launcher that fires flashbangs, a personal teleportation device, and an Energy Relay, this mech proves to be as powerful as anything the operatives can bring to bear. However, it is extremely vulnerable to ion guns, which will seriously damage the mech in a few hits. Consider not bringing your ship's ion gun along for the assault. Aside from the ion gun, the only easy way to bring it down is other EMPs, mass laser fire or a ton of explosives. It also has a leg actuator function, which speeds up the mech and allows it to knock down walls and structures, at the cost of the mech's integrity.

Cannot maneuver in space: either use it on a drop pod or be very sure of where it's gonna land after you leave the ship.

Dark Mauler

Dark Mauler
Dark Mauler
Found in: Ordered via syndicate uplink, costs 140 telecrystals!
Used for: Heavy Assault Platform.
Strategy: For when you need to absolutely annihilate anything in your way, accept no substitute.
Description
The single most expensive item available to the Operatives, the Dark Mauler is an unholy terror to behold to even the most elite of Security personnel. Carrying a mounted LMG, a Scattershot gun, a Missile Rack, a Power Relay for infinite power and special anti-ranged armor, this monster can destroy the station ten-fold with the equipment it carries. Its armor makes it nearly impossible to destroy by all but the most concentrated, coordinated and well armed of counter attacks. Its main weakness is that is is very slow moving, making it easy to outrun. It can, however, walk through walls without any trouble, making most stationary fortifications pointless.

Syndicate Cyborg

Syndicate Cyborg
Syndicate Cyborg
Found in: Ordered via syndicate uplink, costs 80 telecrystals.
Used for: Robotic Support.
Strategy: Increase team size by adding a borg to the team, an unstunnable killing machine.
Description
A repurposed Nanotrasen Cyborg, outfitted with the latest in Syndicate technology. This powerful killing machine has many great utilities that make it almost a necessary asset for many Nuke Op teams. Can either be an Assault or a Medical module.
  • The assault module contains:
    • A flash;
    • An energy sword;
    • A cyborg LMG that prints ammo from energy;
    • A grenade launcher;
    • An emag;
    • A crowbar;
    • A pinpointer;
  • The medical module contains:
    • A flash;
    • A syndicate hypospray containing nanites;
    • Medical Gauze;
    • A defibrillator;
    • A Medbeam Gun;
    • A health analyzer;
    • Surgery tools;
    • An emag;
    • A crowbar;
    • A pinpointer.

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

Reinforcements

Reinforcements
Reinforcements
Found in: Ordered via syndicate uplink, costs 25 telecrystals.
Used for: Support.
Strategy: Increase your team size by adding another operative.
Description
Gives a Reinforcement Teleporter. When used, a random ghost will become a new member of the nuke operative squad! The reinforcement starts with the normal operative equipment minus the TC, therefore someone has to equip them to make them useful: in particular, make sure there are enough spacesuits to get to the station.