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		<id>https://wiki.beestation13.com/w/index.php?title=Traitor&amp;diff=33127</id>
		<title>Traitor</title>
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		<updated>2021-02-22T05:14:00Z</updated>

		<summary type="html">&lt;p&gt;Sarchutar: Add more blacklisted stuff to incursion. Change syndicate mega bundle to syndicate lootbox.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = SYNDICATE&lt;br /&gt;
|imagebgcolor = #BB0000&lt;br /&gt;
|img_generic = &lt;br /&gt;
|img = Traitor.png&lt;br /&gt;
|jobtitle = Traitor&lt;br /&gt;
|access = Wherever your job has access to&lt;br /&gt;
|additional = Wherever you can gain [[illicit access]] to&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[The Syndicate]]&lt;br /&gt;
|duties = Kill people, steal shit, fuck school&lt;br /&gt;
|guides = This is the guide&lt;br /&gt;
|quote = Ok, time to be a productive member of- oh cool I&#039;m a bad guy time to kill people!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Sword.gif]] The following is a tutorial on the basics of treachery -- for the game mode, click [[Game_Mode#Traitor|here]]. For information on the Syndicate organization, see [[The Syndicate]].&lt;br /&gt;
&lt;br /&gt;
An unpaid debt. A score to be settled. Maybe you were just in the wrong place at the wrong time. Whatever the reasons, [[the Syndicate]] has selected you to infiltrate Space Station 13. Your objective is whatever the hell they tell you to do, you&#039;re not the one calling the shots here, &#039;&#039;friend&#039;&#039;. Time to put on your big boy pants, read up on your objectives and do whatever it takes. Or don&#039;t. It&#039;s up to you.&lt;br /&gt;
&lt;br /&gt;
==The Basics==&lt;br /&gt;
After you&#039;ve familiarized yourself with [[robust|robusting]], it’s time to start sowing discord and chaos.  The first thing to note as the traitor are your objectives. They are always kept in the Notes command, and it’s a good idea to check that when a round starts because some early game spam can push your objectives off of the chat!&lt;br /&gt;
&lt;br /&gt;
==Your Objectives==&lt;br /&gt;
For whatever reason you&#039;ve decided to sell out the people you live and work with, most likely for personal gain. You will be given a number of dangerous goals by your new [[Syndicate]] employer which you must complete.&lt;br /&gt;
&lt;br /&gt;
===[[High-risk items|Grand Theft]]===&lt;br /&gt;
Congratulations, this objective is either incredibly easy or impossibly difficult. Time to loot shit! You&#039;re tasked with stealing things like the Medal of Captaincy, Captain&#039;s Antique Laser Pistol, a tank of plasma or even the goddamned [[AI]]. Generally your best bet is breaking into wherever the item is or [[robust]]ing whoever has the access for his ID.&lt;br /&gt;
&lt;br /&gt;
See the list of [[High-risk items]] for things you might be tasked to steal.&lt;br /&gt;
&lt;br /&gt;
===Download Research Nodes===&lt;br /&gt;
To do this, first enter the [[Research_Division|research division]]. You want to reach the room visible from the public hallways that has a [[Computers#Core_R.26D_Console.2FRobotics_R.26D_Console.2FR.26D_Server_Controller|Core R&amp;amp;D Console]], [[Guide_to_Research_and_Development#Deconstruction|destructive analyzer]], [[Guide_to_Research_and_Development#Protolathe|department protolathe]] , and a [[Guide_to_Research_and_Development#Circuit_Imprinter|department circuit imprinter]]. Then follow these steps:&lt;br /&gt;
# Click the [[Guide_to_Research_and_Development#Protolathe|department protolathe]] [[File:Proto.png]].&lt;br /&gt;
# Search &amp;quot;disk&amp;quot;. Print a Technology Data Storage Disk. &lt;br /&gt;
# Put the disk into the [[Computers#Core_R.26D_Console.2FRobotics_R.26D_Console.2FR.26D_Server_Controller|Core R&amp;amp;D Console]]. [[File:RnD_Console.gif]]&lt;br /&gt;
# Click the Core R&amp;amp;D Console. Click &amp;quot;Main Menu&amp;quot; -&amp;gt; &amp;quot;Tech Disk&amp;quot;. &lt;br /&gt;
# Click &amp;quot;Load Technology to Disk&amp;quot;. Then &amp;quot;Eject Disk&amp;quot;. &lt;br /&gt;
# Put that disk into your inventory, and it will count as stealing research nodes. &lt;br /&gt;
&lt;br /&gt;
You may want to wait until later in the round before doing this, to make sure there are enough research nodes unlocked to be enough for your objective. &lt;br /&gt;
&lt;br /&gt;
===Assassination===&lt;br /&gt;
&#039;&#039;-&#039;cause at the end of the day, long as there&#039;s two people left on the planet, someone is gonna want someone dead.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re lucky, someone or something will off your target for you. In that case, congratulations! Sit back, lay low and avoid the tsunami of chaos. &lt;br /&gt;
&lt;br /&gt;
Don&#039;t feel lucky? Wanna tip the scales in your favor? Good on ya. There&#039;s a whole smorgasbord of ways to murder someone. You can read up on that [[#Murder_101|below]].&lt;br /&gt;
&lt;br /&gt;
Your target MUST still be dead when the shuttle docks at Centcom. Don&#039;t forget that your station has experimental cloning technology that may or may not be working.&lt;br /&gt;
&lt;br /&gt;
====Maroon====&lt;br /&gt;
A variation of Assassination where simply preventing them from escaping will also count as a success. Gives you a little more freedom in how you want to approach it. Nine times outta ten this means killing them, but you don&#039;t have to! Be creative! &lt;br /&gt;
&lt;br /&gt;
====Destroy AI====&lt;br /&gt;
Another variation of Assassination, except your target will always be an [[AI]]. A little tougher than your typical target, as the AI is usually installed in a well-fortified location. It&#039;s also not as straightforward as simply uploading a law to have it kill itself, as someone can easily just walk into the AI core and restore it back to full health.&lt;br /&gt;
&lt;br /&gt;
====Protect====&lt;br /&gt;
A rare objective that an admin probably gave you. Your job is to keep your target alive and hope they don&#039;t commit suicide or get lost on lavaland forever.&lt;br /&gt;
&lt;br /&gt;
===Escape alive and without being in custody===&lt;br /&gt;
Now, the difficult part, getting off of the station in either the [[Escape Shuttle]] or an [[Escape pod]]. Some players are going to want to cause the damage to get the shuttle called. Other players are going to want to hang back and let the station tear itself to pieces. The more people on the shuttle, the greater chance some MAD BOMBER will kill you and such. How you escape is up to you, but remember that one [[emag]] or three different [[Heads of Staff]] IDs will reduce the departure timer to 10 seconds.  &lt;br /&gt;
&lt;br /&gt;
Keep in mind that the Shuttle Brig (area of the main shuttle marked with red flooring) is designed to transport prisoners to Centcom security. You will count as being &amp;quot;in custody&amp;quot; if you stand on this red flooring when the shuttle docks at Centcom. &lt;br /&gt;
&lt;br /&gt;
====Delta Alert====&lt;br /&gt;
If the station goes delta it means the station will likely explode or worse within 90 seconds or so. If this happens you can still escape alive. During red and delta alert levels, the escape pod control computers will have the option unlocked to &amp;quot;Send to lavaland&amp;quot;. Sending your escape pod to lavaland will count as you escaping alive without being in custody only IF the station does explode from the delta crisis, AND you stay in the pod until the round ends. It does NOT count if the delta alert crisis is resolved, and the round ends normally from escape shuttle arriving to Centcom.&lt;br /&gt;
&lt;br /&gt;
===Hijacking===&lt;br /&gt;
&#039;&#039;&#039;FUCK.&#039;&#039;&#039; The Syndicate wants you to hijack the [[Escape Shuttle]] by escaping alone. This is going to be so much more difficult. There are two basic ways to approach this problem. The first is to simply [[robust]] anyone who tries to board the shuttle. It seems easy at first, but once you&#039;re dealing with a tide of panicked crew trying to escape the singulo/changelings/malfunctioning AI the problem becomes exponentially more difficult. Your second option is to seal off the escape shuttle. Build walls in front of the windows, [[guide_to_hacking|hack]] the shuttle airlocks to drop the bolts and find some way to make the rest of the shuttle inhospitable. A combination of both of these approaches can be sufficient 90% of the time. Don&#039;t forget that you can emag the shuttle&#039;s console (or swipe it with three different [[Heads of Staff]] IDs) to force the shuttle to launch after a quick 10 second countdown.&lt;br /&gt;
&lt;br /&gt;
If all goes well, give yourself a pat on the back, you did it! If not, try to figure out where it all went wrong and improve on that.  Escaping alone can be nearly impossible depending on the crew and station&#039;s condition. Sometimes it was not meant to be, but regardless, the only way to keep better is to have fun and continue practicing!&lt;br /&gt;
&lt;br /&gt;
===Martyrdom===&lt;br /&gt;
What the objective says. Die a glorious death. To succeed you must be dead by the end of the round. Dying and then getting cloned does not count as having died.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using the &amp;quot;suicide&amp;quot; command to kill yourself is not a glorious death. Doing this will make you fail this objective, and you will not get your greentext.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[Syndicate Items|Your Tools]]==&lt;br /&gt;
Alright, you know your objective!  Time to accomplish that goal! The Syndicate treats you much better than Centcom. On your person, you will have an uplink containing 20 telecrystals itching to be spent on traitory goods. The uplink will either be hidden in your [[PDA]], [[Radio Headset]] or in a [[pen]]. With a PDA uplink, you will be given a code consisting of a phonetic alphabet letter, and a three-digit number. The Headset uplink can be accessed by tuning it to a specific frequency, and the pen can be accessed by turning the head a certain number of degrees. &lt;br /&gt;
&lt;br /&gt;
Check [[Syndicate Items]], for a more detailed description on the goods. But don&#039;t go racing off to order those items ASAP. Although it can be useful to get items early, holding off until you need the item also has merit, so 6 crystals don&#039;t get wasted on an emag when you find the captain&#039;s spare ID on that assistant you just killed. Some items require you to pool your telecrystals with other traitors. Other items are role-specific.&lt;br /&gt;
&lt;br /&gt;
If you think you&#039;re at the risk of being searched by security, and you don&#039;t think you can outrun or outfight them, a good idea is to hide your traitor items somewhere. A few options:&lt;br /&gt;
&lt;br /&gt;
* A backpack in one of the personal lockers in the locker room at arrivals or in the dorms northwest of the bar.&lt;br /&gt;
* For small items like emags, you can hollow out a book with a pair of wirecutters and place the item inside. To recover it, just click the item in your hand. The object will fall out.&lt;br /&gt;
* The cistern of a toilet in the locker room or the dorms. Crowbar the toilet to remove the cistern lid, click the toilet with the item you wish to hide, then crowbar the toilet again to replace the lid. Be warned that this creates a unique sound that can be heard in nearby rooms, so players who hear this and know about the trick may check the toilets to see what loot they can find.&lt;br /&gt;
* shitty smuggler&#039;s satchel underneath a floor tile, but these only hold four small items and as such are a waste of telecrystals.&lt;br /&gt;
* Various lockers, boxes, linen bins and the like around the station.&lt;br /&gt;
* Always experiment to find more!&lt;br /&gt;
&lt;br /&gt;
==[[Illicit Access]]==&lt;br /&gt;
Gaining entry to areas above your clearance is an important skill. Sometimes you&#039;re looking to loot stuff. Sometimes security or another traitor is chasing you and you need to escape them. Sometimes the AI has gone mad and has locked you in a room filling with deadly neurotoxin. A collection of ways to break into places can be found [[Illicit Access|here]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Blood Brothers ==&lt;br /&gt;
It&#039;s like traitor but with brotherly love! You and one or two other assholes will have to complete multiple traitor objectives together! You get a static meeting place on the station where you can plot your dastardly plans. The main caveat is that you don&#039;t recieve TC!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Incursion==&lt;br /&gt;
Incursion is a version of traitors where the traitors are in a small team. As a member of the incursion, you will spawn with a radio uplink in your backpack and a radio implant that can listen in on all channels and talk on the syndicate one. This implant cannot be implanted into non-antagonists or else it will explode, gibbing the receiver if they do not get it removed in time.&lt;br /&gt;
&lt;br /&gt;
===Uplink===&lt;br /&gt;
&lt;br /&gt;
The station-bounced radio uplink you spawn with only has 15 TC, and certain items have been blacklisted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blacklisted Gear&#039;&#039;&#039;&lt;br /&gt;
 - Contractor Kit&lt;br /&gt;
 - Sleeping Carp&lt;br /&gt;
 - Syndicate Lootbox&lt;br /&gt;
 - Syndicate Encryption Key&lt;br /&gt;
 - Internal Syndicate Radio Implant&lt;br /&gt;
 - Clown Car&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unique Items&#039;&#039;&#039;&lt;br /&gt;
====Stolen Shuttle Creation Kit====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Stolen Shuttle Creation Kit&lt;br /&gt;
 |image = GrayCrate.png&lt;br /&gt;
 |cost = 15TC&lt;br /&gt;
 |foundin = Incursion Uplink&lt;br /&gt;
 |usedfor = Building a shuttle&lt;br /&gt;
 |strategy = Build a shuttle for your team, warp to security, raid the armoury and then warp away before security can catch up with you. Use as a mobile base of operations and as a hideout for when you do your deeds.&lt;br /&gt;
 |description = Contains (almost) everything you need to build your own shuttle. Comes with a canister of plasma, a combat RCD with a lot of RCD ammo, a shuttle creator, 2 pipe dispensers, 2 syndicate toolboxes (containing combat gloves), 1 electrical toolbox, 1 shuttle docking computer, 1 shuttle flight computer, 2 plasma thrusters, 2 engine heaters, 1 RPED, an APC electronic board and an APC wallframe.&lt;br /&gt;
 }}&lt;br /&gt;
====Syndicate Medical Bundle====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Medical Bundle&lt;br /&gt;
 |image = GrayCrate.png&lt;br /&gt;
 |cost = 12TC&lt;br /&gt;
 |foundin = Incursion Uplink&lt;br /&gt;
 |usedfor = Healing your team&lt;br /&gt;
 |strategy = Use the stimpacks to become immune from security stuns, revive your dead teammates with the defibrillator, heal your wounded teammates with the medical kits.&lt;br /&gt;
 |description = A bundle containing 2 tactical first aid kits (Which include combat defibrillator), 2 brute first aid kits, 2 fire first aid kits, 1 toxin first aid kit, 1 oxygen first aid kit, a pill bottle of mutadone, a pull bottle of neurine and 4 stimpacks.&lt;br /&gt;
 }}&lt;br /&gt;
====Hardsuit Bundle==== &lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Hardsuit Bundle&lt;br /&gt;
 |image = GrayCrate.png&lt;br /&gt;
 |cost = 18TC&lt;br /&gt;
 |foundin = Incursion Uplink&lt;br /&gt;
 |usedfor = Going into space and looking cool.&lt;br /&gt;
 |strategy = Buy hardsuits, pretend to be a nuclear operative team, the whole crew arms up with weapons and AA, take AA and steal your targets before escaping.&lt;br /&gt;
 |description = A create containing 4 syndicate hardsuits, 4 syndicate gasmasks and 4 oxygen tanks.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
===Objectives===&lt;br /&gt;
&lt;br /&gt;
====Assasinate Excommunicated Traitor====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Assassinate an excommunicated traitor. The person you are tasked with killing will know you are coming and is a standard traitor with a standard uplink and standard objectives of their own.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Difficulty:&#039;&#039;&#039; Moderate/Easy&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Strategy:&#039;&#039;&#039; Get together as a group and quickly take them out, or frame them for a crime and get them searched and executed by security.&lt;br /&gt;
&lt;br /&gt;
====Assasinate Head of Staff====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Assassinate a head of staff. Often pretty difficult, since they will be checked on a lot more than a regular crew, but as long as nobody sees you and your team do it, nobody will ever know.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Difficulty:&#039;&#039;&#039; Moderate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Strategy:&#039;&#039;&#039; Kill them while they are alone.&lt;br /&gt;
&lt;br /&gt;
====Escape / Hijack====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Like normal escape or hijack, except only 1 team member needs to complete this objective for it to count.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Difficulty:&#039;&#039;&#039; Easy (Escape) / Hard (Hijack)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Strategy:&#039;&#039;&#039; Complete them like you normally would.&lt;br /&gt;
&lt;br /&gt;
==Murder 101==&lt;br /&gt;
Most traitors eventually have to kill someone, regardless of objectives, and knowing the right and wrong ways to do it will make or break your mission.&lt;br /&gt;
&lt;br /&gt;
====General Tips &amp;amp; Advice====&lt;br /&gt;
* Always finish the job.&lt;br /&gt;
* Aiming for the head generally causes more stuns and knock-downs than the torso.&lt;br /&gt;
* Armor can be circumvented by aiming for areas not covered by the armor. If somebody is wearing a helmet, aim for the torso. For body armor, aim for the legs.&lt;br /&gt;
* Know your enemy. If your target is part of the Security team or one of the Heads, expect to be fighting a heavily armed and armored opponent. If you know the target is a good fighter, it might be a good idea to use one of the less physical methods.&lt;br /&gt;
* If you think you can kill somebody with an item, chances are you can. Even when you&#039;re sure there&#039;s no way this will kill anyone, &#039;&#039;it still might manage to.&#039;&#039; Experiment with different items and tools so that you&#039;re always a threat.&lt;br /&gt;
* When push comes to shove, push back. Fighting in SS13 is a lot like bull fighting; a lot of running and dodging and then direct physical confrontation. Never be afraid to back off for a second and get ready for a charge.&lt;br /&gt;
* Keep in mind that the best methods of killing are combinations of the ones listed below.&lt;br /&gt;
* Blood on your weapons, hands, and on floor are dead giveaways that you have beat somebody up. Dispose of the weapon and/or clean them if you have the supplies or can get to a sink and/or shower. Always try to wear gloves when you kill someone. Not only does it leave your hands clean, it prevents fingerprint evidence from giving you away.&lt;br /&gt;
* Having the element of surprise on your side ALWAYS makes for an easier murder. Don&#039;t give your opponents a chance to run away or defend themselves if you can.&lt;br /&gt;
* If you act suspiciously, you&#039;ll be treated suspiciously. Your instinct might tell you to avoid security and try not to draw attention to yourself. This is guilty behaviour. Act casual. Be polite and engaging with people you talk to. You&#039;ll be surprised at what you can get away with when people like and trust you.&lt;br /&gt;
&lt;br /&gt;
===Beating===&lt;br /&gt;
Typically the most readily available murder option. It involves a blunt object such as your fists, tools, toolboxes, stun batons or almost any other item in the game.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Pros&#039;&#039;&lt;br /&gt;
:Easy to do, weapons are readily available across the station.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Cons&#039;&#039;&lt;br /&gt;
:Leaves a bloody mess, armor exists, often gives them time to cry for help.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Notes&#039;&#039;&lt;br /&gt;
:Unless you&#039;re a robust fighter, beating is not always a viable option because it&#039;s somewhat easy to defend against. A few objects, like batons, will require harm intent.&lt;br /&gt;
&lt;br /&gt;
===Strangulation=== &lt;br /&gt;
Another simple option. Anybody who&#039;s not handcuffed can strangle somebody.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Pros&#039;&#039;&lt;br /&gt;
:Always available option, after you have it locked in it&#039;s GAME OVER, doesn&#039;t leave any blood&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Cons&#039;&#039;&lt;br /&gt;
:Unless they&#039;re stunned or handcuffed, it&#039;s very easy to avoid and it leaves you in a vulnerable position, unless you quick choke.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Notes&#039;&#039;&lt;br /&gt;
:Strangulation is most useful against downed opponents. Tabling is a common precursor to strangling.&lt;br /&gt;
&lt;br /&gt;
==Advanced Methods of Murder==&lt;br /&gt;
This section covers special weapon kills and environmental circumstances that may only be available in certain parts of the station.&lt;br /&gt;
&lt;br /&gt;
===Suffocation===&lt;br /&gt;
Simple enough; while wearing internal gear, release toxic gases into a room with your opponent.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Pros&#039;&#039;&lt;br /&gt;
:Leaves no physical evidence besides the tank/canister, reasonably fast!&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Cons&#039;&#039;&lt;br /&gt;
:Toxic gases can be difficult to acquire depending on your job&lt;br /&gt;
:Trapping your target presents a problem in and of itself&lt;br /&gt;
:They may have internals&lt;br /&gt;
:The area becomes contaminated until somebody comes to clean it up&lt;br /&gt;
:The AI will also receive an atmospheric alarm for the area and can immediately jump to a camera there, making escape difficult unless you can hide in a locker or something&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Notes&#039;&#039;&lt;br /&gt;
:Suffocation is not a good option for many parts of the station, but it&#039;s feasible to use in areas like the Engine, Toxins and the Atmos lab.&lt;br /&gt;
&lt;br /&gt;
===Intoxication/Overdose=== &lt;br /&gt;
Killing aided by medical supplies such as toxins, morphine and rejuvenators and medication like epilepsy pills. Some of these will merely incapacitate the enemy, some will do significant damage, and enough of them can be deadly.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Pros&#039;&#039;&lt;br /&gt;
:Readily available in the Medbay or from your uplink, leaves little physical evidence&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Cons&#039;&#039;&lt;br /&gt;
:Takes some time to work&lt;br /&gt;
:Is most likely not deadly unless extreme doses are administered&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Notes&#039;&#039;&lt;br /&gt;
:This method is effective to incapacitate people you&#039;ve already caught if you don&#039;t have any means of handcuffing them, but unless you&#039;re a chemist or buy the poison kit, what you&#039;ve got is probably not effective enough to kill outright.&lt;br /&gt;
&lt;br /&gt;
===Weapons=== &lt;br /&gt;
Simple to use and most effective in direct melee. This includes swords, axes and revolvers.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Pros&#039;&#039;&lt;br /&gt;
:Almost a one-hit-kill, can be concealed&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Cons&#039;&#039;&lt;br /&gt;
:Only available to the traitor, makes a bloody mess, anybody who sees you with them will assume you are the traitor, unsuppressed weapons can be heard from adjacent rooms&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Notes&#039;&#039;&lt;br /&gt;
:Very effective and efficient means to kill, but these weapons are not available to the general public, so if you&#039;re caught with them it&#039;s usually game over.&lt;br /&gt;
&lt;br /&gt;
===Spacing=== &lt;br /&gt;
The act of forcing somebody out of an external airlock. The ones in the [[Escape Shuttle Hallway]] and [[Arrivals]] are all-access, meaning anyone can open these. Aggressive grab and throw them while they are under or in front of the airlock.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Pros&#039;&#039;&lt;br /&gt;
:Airlocks are available across the station, guaranteed kill, usually leaves no physical evidence&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Cons&#039;&#039;&lt;br /&gt;
:External airlock access isn&#039;t granted to everybody&lt;br /&gt;
:Smart opponents might be able to dodge out of the way or pull you out with them, they will probably be able to scream for help&lt;br /&gt;
:You&#039;ll need internal equipment&lt;br /&gt;
:The body can land back on the station&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Notes&#039;&#039;&lt;br /&gt;
:Spacing can be a plausible option for people with the proper equipment, but it can also be dangerous.&lt;br /&gt;
&lt;br /&gt;
===Fire=== &lt;br /&gt;
Very dangerous and should only be used if a dramatic death is desired.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Pros&#039;&#039;&lt;br /&gt;
:Very intimidating and dramatic, high chance of death, destroys the station (if that&#039;s a good thing), and leaves no physical evidence except a charred body and burnt floors.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Cons&#039;&#039;&lt;br /&gt;
:The equipment required to start a fire is only available in certain rooms such as atmospherics, toxins lab or the engine. It&#039;s also very dangerous to the attacker.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Notes&#039;&#039;&lt;br /&gt;
:Fire has high style points but it can be permanently damaging to the station and may interfere with your objective.&lt;br /&gt;
:The &#039;&#039;&#039;singularity engine&#039;&#039;&#039; can also be used as an effective murder weapon and shares many of the pros and cons stated above, but the danger is increased tenfold.&lt;br /&gt;
&lt;br /&gt;
===Genetic Murder===&lt;br /&gt;
Makes up a fraction of murders on SS13, but it has its advantages.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Pros&#039;&#039;&lt;br /&gt;
:You can change the person&#039;s identity completely, you can mask your murder as an attempt to help give them powers or do research or backup DNA, and once they&#039;re in the pod you can lock it where they have no chance to call for help or fight back.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Cons&#039;&#039;&lt;br /&gt;
:It&#039;s hard and generally suspicious to access the genetics lab unless you&#039;re cleared to enter.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Notes&#039;&#039;&lt;br /&gt;
:This method can be risky and it is generally not easy to accomplish unless you&#039;re the researcher.&lt;br /&gt;
&lt;br /&gt;
===Baiting=== &lt;br /&gt;
A fairly advanced tactic, if only because it doesn&#039;t always work and is difficult to pull off correctly. Basically, you talk Security into attacking somebody for committing some kind of crime. The crime ostensibly committed can range from breaking windows to breaking faces - it doesn&#039;t matter, they&#039;ll die for it. This can be especially useful when the Security team have proven themselves incompetent and are unlikely to challenge your accusations.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Pros&#039;&#039;&lt;br /&gt;
:Relieves suspicion of you (if it exists), a very good way of getting the station&#039;s legitimate members to do your dirty work, distracts Security, makes for nice RP&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Cons&#039;&#039;&lt;br /&gt;
:Unpredictable, occasionally backfires, not always easy to pull off.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Notes&#039;&#039;&lt;br /&gt;
:It is great when it works, but it is also hard to pull off and risky. Make sure you always wear gloves, and try to use people&#039;s ignorance to your advantage; asking some random Assistant to hold something like a fire extinguisher for you at the start of the round, then leave it near the victim&#039;s body, for example.&lt;br /&gt;
:Another tip-Have a good weapon on you, DON&#039;T MAKE THINGS UP ON THE GO, have something your target can get knocked out by.&lt;br /&gt;
&lt;br /&gt;
===Gibbing=== &lt;br /&gt;
Using the chef&#039;s gibber for killing personnel. Probably the best if you&#039;re the chef, but if the corpse is knocked out, the chef won&#039;t give a shit about killing them.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Pros&#039;&#039;&lt;br /&gt;
:Leaves no evidence, and you can eat him to get your health back.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Cons&#039;&#039;&lt;br /&gt;
:Target has to be nonresponsive to gib them. Access to the kitchen is needed, or you will end up having at least one person who knows that you killed someone. Body has to be dragged to the kitchen, most likely in front of people.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Notes&#039;&#039;&lt;br /&gt;
:This is probably the best as chef, as it doesn&#039;t appear as traitorous.&lt;br /&gt;
&lt;br /&gt;
===Cremation===&lt;br /&gt;
Using the crematorium is a must as a Chaplain traitor. You can also mass drive people if you don&#039;t want to cook them (obvious to anyone going to derelict).&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Pros&#039;&#039;&lt;br /&gt;
:No chance to survive, leaves literally zero evidence if you pick up the ashes, no need to strip them down.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Cons&#039;&#039;&lt;br /&gt;
:You can get spotted, need to make sure the person is out cold / dead. &lt;br /&gt;
:Crematorium destroys items completely, and doesn&#039;t leave anything behind if you don&#039;t strip them. Obvious if you mass drived them (and people going to the derelict will notice this). Careful of blood trails!&lt;br /&gt;
:Only people with the crematorium&#039;s access can use the crematory devices.&lt;br /&gt;
:Remember, the crematorium also destroys items! Nothing is worse than broiling the Captain and realizing that all that remains of your objective is now a scorched piece of jumpsuit.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Notes&#039;&#039;&lt;br /&gt;
:The mini-crossbow helps here, as does the sleepy pen. You can knock people out constantly, and pelt them with arrows until they pass out and are at your mercy.&lt;br /&gt;
&lt;br /&gt;
== Where to Commit Murder ==&lt;br /&gt;
Now that you&#039;ve picked your method of slaying, you will need to pick somewhere to do this. Several obvious factors play into this decision;&lt;br /&gt;
&lt;br /&gt;
* Are the facilities available in this area? You obviously won&#039;t be able to push somebody into the engine from the Chapel.&lt;br /&gt;
&lt;br /&gt;
* How frequently does the subject access this area? Waiting in the Medbay for your target won&#039;t result to anything if he never leaves his office.&lt;br /&gt;
&lt;br /&gt;
* How heavily populated is the area? You won&#039;t want to kill somebody in an area like the Medbay because there is almost always somebody there.&lt;br /&gt;
&lt;br /&gt;
After looking over these, you can tell where you should commit the crime. Several more specific factors play into this;&lt;br /&gt;
&lt;br /&gt;
* How hard is the area to access?&lt;br /&gt;
* How secluded is the area?&lt;br /&gt;
* How much camera coverage is there?&lt;br /&gt;
* Is the area your primary post?&lt;br /&gt;
&lt;br /&gt;
It would be unwise to kill somebody in the Toxins Lab if you&#039;re the only toxins researcher. On the other hand, it would be incredibly wise to kill somebody in the Toxins Lab if you&#039;re not the toxins researcher.&lt;br /&gt;
&lt;br /&gt;
===Getting Rid of the Body===&lt;br /&gt;
Most of the methods of killing people leave behind a body (potentially) covered in evidence and more importantly able to be brought back from the dead. While the specifics of resurrection aren&#039;t important the requirements of these methods are. &lt;br /&gt;
*Defibrillation needs a mostly intact body which has been dead less than a certain amount of time. The easiest method of rendering it impossible to defib someone is to smash their skull in a bit more thoroughly. Just keep beating/shooting them while they&#039;re dying. &lt;br /&gt;
*Cloning requires the brain. All you need to keep is the brain so cutting that out and keeping/spacing should suffice. Be aware cloning can have saved scans so ensure you check&lt;br /&gt;
*Botany is probably the most difficult to prevent but the least likely to happen. So long as Genetics is intact Botany is unlikely to start planting clone pods. Fortunately they need a blood sample from the body and RP rules(usually) protect you from blood taken from before your attack.&lt;br /&gt;
*Robotics doesn&#039;t actually bring the dead back(they still count as dead even if borged) but most Borgs that aren&#039;t one-humaned to you are going to rat you out the moment they can speak. Fortunately they need the brain.&lt;br /&gt;
So how do you actually prevent this?&lt;br /&gt;
Most of the methods of killing people without leaving a body work on those who are already dead.&lt;br /&gt;
Cutting someone&#039;s brain out or beheading them stops almost every method. Your common toolbox contains most of the tools you need and substitutes for the rest are in low security areas. A quick trip to cargo will get you a full set of tools or the ones you were missing, breaking a window or hopping the kitchen table will get you a knife, and breaking into the botany backroom will get you a hatchet to replace the saw. A brainless body is suspicious and bleeds everywhere so be prepared to ditch it right away. A quick disposals ride should be enough to prevent your location from being identified. You were wearing gloves, right?&lt;br /&gt;
If you have access to body bags, you should use them. People ask a lot fewer questions about people using body bags in public. Expect to get stopped several times by assholes opening the bag and make sure it looks like your heading for Medbay.&lt;br /&gt;
Toss people out of the airlock at an angle, as most of the places where people check for bodies are in straight lines. &lt;br /&gt;
Strip people of their jumpsuit if you can&#039;t dispose of them elsewhere and hide them in a locker that locks preferably to an access that is uncommon. Remember your new access is your access plus whatever your victim&#039;s access was.&lt;br /&gt;
If all else fails, dropping a mini-bomb on the body will prevent it from coming back.&lt;br /&gt;
&lt;br /&gt;
==Getting Caught==&lt;br /&gt;
Things never go that smoothly. Getting caught is a way of life on Space Station 13 and knowing how to get out of it is very important.  And the best way to do that is to lie so much you believe yourself. Lie to everyone and everything that talks to you.  Agree to any searches that won&#039;t get you busted for corpses or traitor items.  Do anything to deflect the blame on to others. If you run around not saying anything dragging a locker of corpses around, you will end up dead.  If you drag around that locker of corpses saying you were cleaning up maintenance and you are going to give the chef some meat, you may have a chance of not getting killed. Note that your chances of this bluff being a success is shot to nothing if you get caught with any traitor items on you. As soon as that first [[emag]] or revolver is spotted, you&#039;re getting a face full of a harm baton and then the embrace of hard vacuum.&lt;br /&gt;
&lt;br /&gt;
==Additional Notes==&lt;br /&gt;
&lt;br /&gt;
===Tip 1: GET CREATIVE===&lt;br /&gt;
Alright, here&#039;s the situation. Let&#039;s say that your objectives are to kill someone, and to escape alive. Very simple, and they give you a lot of leeway in terms of the method of assassination. This means you could kill your target in a multitude of interesting and different ways! Here&#039;s a few examples:&lt;br /&gt;
&lt;br /&gt;
* Challenge your target to a duel.&lt;br /&gt;
* Kill them in an incredibly silly way, or using unlikely objects.&lt;br /&gt;
* Be like Jigsaw, and give them a challenge in which failure ends in death.&lt;br /&gt;
* Frame them as a traitor, by putting traitor items in plain sight and switching your fingerprints for theirs in the security database.&lt;br /&gt;
&lt;br /&gt;
And many more! Please note that even if you have things like steal or escape alone objectives, you can still make things fun! Try holding a hostage, or buying the escape shuttle.&lt;br /&gt;
&lt;br /&gt;
===Tip 1-A: Use a gimmick===&lt;br /&gt;
Gimmicks can be the most fun you will have as an antagonist. Everything from tying your victims to a conveyor belt leading into the crusher and donning a Snidely Whiplash costume, to putting on a suit and tie, getting the admins to turn you into a skeleton, and building a disposals coaster into space (THE RIDE NEVER ENDS), to playing a murderer who hatches murder plots based on the victim&#039;s job (roboticist killed by a rogue cyborg, engineer thrown into the supermatter, assistant toolboxed to death, etc.) can be fun for all parties involved.&lt;br /&gt;
&lt;br /&gt;
===Tip 2: Try to avoid murderboners===&lt;br /&gt;
&#039;&#039;WARNING! WARNING! OPINION AND RANT AHEAD!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Murderboning is no fun. No matter how great it might seem gunning down everyone you see, you&#039;ve got to remember something. Every human you see walking around is being controlled by a real person. They probably sat down after a hard day doing whatever it is they do and said to themselves “Huh, I want to play Space Station 13. It&#039;s a fun game!” You probably did the exact same thing before you logged on. For each little pixel character you shoot in this game of 2D spessmens, you are removing a person – just like you – from doing something they find enjoyable. This is what makes SS13 different from other games. If you die in an FPS, you pop back into existence no different from before you died. In SS13, unless the body is recovered you die permanently. So please, think of who you&#039;re killing before you go on a thermal/noslip/esword frenzy.&lt;br /&gt;
&lt;br /&gt;
===Tip 3: Ask the admins, they&#039;re here to help you===&lt;br /&gt;
Despite popular opinion, the admins are not just here to ban people and press buttons. They&#039;re here to help make the round interesting – just like you! Therefore, if you want to do a gimmick that you cannot pull off with the tools available, feel free to ask the admins if you can buy something using leftover TC. Some ideas: Centcom announcements, identity changes, being changed into a whole new antag (note: the admins will quickly get frustrated if you ask for this every time)&lt;br /&gt;
&lt;br /&gt;
Another thing – if your objectives are boring, easy, or you&#039;ve already completed them, you can ask for more. It&#039;s a good alternative to simply killing everything in sight if you can&#039;t think of something to do. For maximum realism, do this by emagging a command console. However, &amp;lt;b&amp;gt;IF NO ADMINS ARE ONLINE, DO NOT AHELP FOR EXTRA MISSIONS&amp;lt;/b&amp;gt;, this only bothers admins as they are forced to get their attention to you, when they could be monitoring the server for rulebreakers.&lt;br /&gt;
&lt;br /&gt;
===More Tips===&lt;br /&gt;
* Having a spare ID always helps. Assistants are a dime a dozen, so it&#039;s not a bad idea to pin an assistant ID on your shirt before you go about any dirty business so your real identity is not compromised. Throw some acid on your face and acquire a voice changer from your uplink, and no one will ever be able to discover who you are! That is, unless they take your DNA or fingerprint. If you don&#039;t have that, then just wear a mask and run around as unknown, using your ID to access the doors that you need. Knowing the access each job has makes certain IDs more valuable than others and should be a priority.&lt;br /&gt;
* Emagging welded/bolted doors causes them to close permanently, they cannot be opened and can only be destroyed, use this to your advantage when &#039;reserving&#039; an escape shuttle for yourself or when hiding a powersink.&lt;br /&gt;
* There may be other traitors on the shuttle and you may be their objective to kill. Trust nobody. Also, if the round is uneventful, the admins may create new traitors with custom objectives, some of which can be a lot of fun.&lt;br /&gt;
* As a traitor, unless you haven&#039;t engaged in any traitorous deeds, you lack [[rules|Rule 1]] protection. However, you are not under the jurisdiction of Rule 1 either. Short of rape, or intentionally crashing the server, you can do whatever you please.&lt;br /&gt;
&lt;br /&gt;
===Even More Tips===&lt;br /&gt;
* Emag any Janiborg you can for their infinite lube reserves. They are also very effective thieves due to being able to pick up items with their trash bag. Emag one, tell it to bring you the AI Upload board and a module of your choice from the Upload Chamber, etc.&lt;br /&gt;
**Actually, just emag all the borgs you come across. And then make more borgs with tthe bodies your minions have created. Then inadvertently complete the &amp;quot;escape alone&amp;quot; after you turned half the crew into mechanical slaves.&lt;br /&gt;
* You can force the AI to call the shuttle by throwing an EMP grenade near it&#039;s core; it has a 15% chance to do so though.Or alternatively, release the tesla which usually makes a bee-line for the AI (if you haven&#039;t given it prior prompting via a beacon...)&lt;br /&gt;
* Store dead bodies on the Toxins Test Site. Nobody will ever find them.&lt;br /&gt;
* Security cameras see as far as you do (7 tiles). This means that if you can&#039;t see a regular camera, it can&#039;t see you. X-ray cameras see through walls. You can differentiate the curved protrusion on the side. &lt;br /&gt;
* Having a bomb in your backpack and setting it off while in a sleeper, will blow up all the shut and the sleeper, but leaving you perfectly unharmed.&lt;br /&gt;
* If you inject a good power cell with plasma, it&#039;ll explode and create a hole in space when it is used for anything.&lt;br /&gt;
* Light switches can be used to sabotage a room if you inject plasma into the light bulbs. Also works if there is a power outage.&lt;br /&gt;
* An emagged Medibot will flat out murder anyone who stands still. Good combo with an emagged Beepsky.&lt;br /&gt;
* When you take something from your bag, or put something in it, it creates a message that everyone around you gets. How far this message goes depends on the size of your item. Here&#039;s a cheat sheet:&lt;br /&gt;
**If the item can&#039;t be placed into a box, then when you put it in your bag it&#039;ll show to everyone that can see you.&lt;br /&gt;
**If the item can be placed into a box, then when you put it in your bag it&#039;ll only show to people who are directly next to you.&lt;br /&gt;
**This also means that only the people next to you can see what you put into your box, as the box uses the same code as the bag. There are also a few exceptions, like the e-bow, that don&#039;t show any message at all.&lt;br /&gt;
* Fake Mustaches conceal your identity as well as a gas mask or helmet. &lt;br /&gt;
* An agent card, which can be used to make you untrackable by the AI, can also scan other IDs to copy their access, producing no special message for spectators: you can do it pretty much anywhere in full view of everyone. Have fun standing in the HoP&#039;s line by queuing up behind someone with large amounts of access and copying that access on the diagonal while the ID is placed on the table. Also scanning two cards with an agent card give the agent card the permissions of both, you can create a ghetto captains ID with a few low level ID&#039;s you just find laying around.&lt;br /&gt;
* If you grab someone and use them on a open toilet, drownign them via swirly will take creativity however. If it is closed, it slams the affected person into the toilet seat.&lt;br /&gt;
* The chameleon projector can be used to dodge shots, just run with it in your and spam it to have bolts go over you.&lt;br /&gt;
**A hilariously effective use of the cham projector is something slippery, like the clown&#039;s PDA or a banana peel. WILD CLOWN MATERIALIZES.&lt;br /&gt;
**You can&#039;t drag items that are people with cham projectors on, giving you a way to check an item without immediately sending the cloaker into a panic.&lt;br /&gt;
**Floorbots won&#039;t try to collect people disguised as floor tiles or metal&lt;br /&gt;
**Pretending to be an item in space gives you perfect movement, but you&#039;ll still die of exposure if you&#039;re not prepared&lt;br /&gt;
**You can cloak as things in the holodeck and use them elsewhere on the station, no one ever suspects the beachball.&lt;br /&gt;
**You can wrench apart a table or rack and rebuild it under you and disguise for a more convincing ploy.&lt;br /&gt;
**Hiding as an item in a doorway will let the door close harmlessly on you, giving total concealment.&lt;br /&gt;
**Buy an uplink implant, if you get brigged buy a projector and inspire the wild goose chase of the century as you hide there. If sec is being meta shitlords they&#039;ll probably assume there&#039;s a cult about due to the lack of evidence of any escape route besides a straight up teleport.&lt;br /&gt;
* Glass shards can be “prepared” to be 15 damage pocket-fitting weapons:&lt;br /&gt;
**Throw them against the wall. Each time you do it, there is a 20% chance the force will change to 15. Otherwise it will change to 4&lt;br /&gt;
**Test it on yourself with a health analyzer until you notice yourself taking 15 damage.&lt;br /&gt;
**Melee damage on the shard will not change if you don’t throw it.&lt;br /&gt;
* No-Slip syndie shoes are the most cost effective thing you can possibly buy, and probably the most powerful thing you can purchase.&lt;br /&gt;
* You can change the timer on C4 to be extremely high, it tops out at 60000 seconds (1000 minutes = 16.7 hours). Scare the ba-jesus out of someone by planting irremovable C4 that will probably never detonate or hang a live explosive on your wall for a stylish conversation piece.&lt;br /&gt;
* The entirety of Disposals can easily be routed into space in certain maint areas, and you need only stun and drag people to a disposal bin to instantly kill them. Disposals can be a very potent weapon if used correctly, and there are plenty of correct ways. You just need to find them.&lt;br /&gt;
* Putting a tracking beacon in space makes the hand teleporter a instantly lethal weapon instead of a convenience.&lt;br /&gt;
* A banana peel slip is long enough to quickchoke someone.... not as devastating as it once was, but they&#039;ll be down for the count unless someone assists them.&lt;br /&gt;
* Targeting the eyes with a flashlight and attacking someone with it will cause their screen to flash white for a moment... This works on cyborgs as well, and can be used to blind and seriously inconvenience them if you don&#039;t have access to a flash and have someone to assist you in beating them to death.&lt;br /&gt;
* Lockers do not protect from space and atmosphere. So stun-locker-weld-space is a valid strategy.&lt;br /&gt;
* When security is chasing you, occasionally do a 180° and sprint back past them. If they’re space lagging enough, they won’t see you run by. This is especially effective if you’re being chased by the dreaded security mob, mainly because such mobs have a pack mentality. If you manage to throw off one officer, chances are good someone will follow him as well. Also, unless they are right on your ass, close doors you go through and open doors you don’t. People will chase open doors if they lose a visual on you. Also, tasers can’t go through doors and you can’t open a door during its closing animation, which can give you another extra second to duck into a maintenance tunnel.&lt;br /&gt;
* There&#039;s an ID console near arrivals. If you get all-access when you really shouldn&#039;t, you should use this to make extra ID&#039;s to stash somewhere for when Sec inevitably takes your original ID.&lt;br /&gt;
* Shooting syringes of black slime juice works and will turn the person into a slime. Combine this with that one icy reagent or a docility potion and bam, you just murdered someone.&lt;br /&gt;
* Diamond drills can break through r-walls in record time.&lt;br /&gt;
* Have an agent ID and a voice-changer mask? Why not use it to make that guy you murdered blame somebody else! Or, make him say he&#039;s committing suicide! HoP traitors (or equivalent) with a voice changer can impersonate anyone they want without even having to buy an Agent ID, all from the comfort of his or her own office or even they&#039;re own escape pod.&lt;br /&gt;
* You should hide off cameras when impersonating someone with a non-Agent ID, as the AI can track you.&lt;br /&gt;
* You can always turn that Box of Spare IDs into a Box of Fake IDs, find a nice place in maint....&lt;br /&gt;
* If you ever need a place to hide something make a false wall to the balloons secret spot and put the stuff into that area to get later when the heat has died down. All you need to worry about is some-body wanting a balloon and finds a ton of weapons or something else instead. For extra points use the secret spot right by sec for the irony if they ever find out. ADDED: You can also use the little construction area next to security if you don&#039;t mind a little damage. Few people check there unless there happens to be a powersink/hidden comms console.&lt;br /&gt;
* NOBODY expects freedom implants.&lt;br /&gt;
* You can delete your fingerprints from the security records. It&#039;s better to re-forge them or swap them with someone else&#039;s however.&lt;br /&gt;
* Nobody checks the lockers in the locker room. Like, ever. And you need a fairly high level of ID to open lockers that aren&#039;t already coded to a specific PDA, so no worries about Joe Schmoe Assistant running in and stealing your hand tele.&lt;br /&gt;
* Boxstation? Here&#039;s how to quickly and easily disable tcomms permanently (99% of the time) as a traitor, at the cost of four telecrystals: from in front of the Incinerator door, go 4 tiles south and slap a block of C4 to your right. Equip internals while you wait for it to go off. This will destroy the telecomms APC, which will depower comms. Nobody will be able to use headsets. With your internals on obviously, deconstruct/slap a second block of C4 on the hub in the middle of the room. If you didn&#039;t get tased and then lasered and dragged out onto a solar by an engineer who&#039;s packing, you will be able to enjoy your disabled comms and everyone walking around with constantly broadcasting station bounced radios in their pockets. ADDED: Destroying the hub does stop communication through headsets on the station. Do note that a competent engineer can still repair your damage.&lt;br /&gt;
* How to get to the Captain’s Quarters through disposals: There is a disposals tunnel outside the mining dock. Just weld and then wrench the sorting pipe, then right-click it once it&#039;s free and click flip. With a bit of luck, it&#039;ll be facing the opposite way. Wrench and weld it. Any disposal &amp;quot;upstream&amp;quot; from that pipe will now take objects and people to the HoP&#039;s office. I like to break into the construction area above tcomms, because it has a disposal in-between the pipe you need to flip to get into the captain&#039;s office and the previous one we flipped. To get into the Captain&#039;s office, you need to crowbar the floor here below the teleporter, then weld, wrench and flip the pipe. When the arrow is pointing right, wrench and weld the pipe and lay the floor tile back over it. Any disposal &amp;quot;upstream&amp;quot; from there will take you to the captain&#039;s office. The rest will take you to the HoP&#039;s. The only question is, if there&#039;s no ID and no hand tele, how do you get out before security gets there?&lt;br /&gt;
* Emagging a comms console with captain access allows you to contact the syndicate. If the Gods are feeling kind, you can Use this to demand new objectives, which they will often give you more telecrystals to help you do this.&lt;br /&gt;
* E-swords and circular saws can be used to make sawn-offs. Eswords can also cut cakes, pizzas and light cigars.&lt;br /&gt;
* &amp;lt;strike&amp;gt;You can&#039;t get out of package wrapped lockers. I don&#039;t even know if you can resist out of them.&amp;lt;/strike&amp;gt; [fixed]&lt;br /&gt;
* Spaced bodies can husk, but it&#039;s not terribly quick. Burned bodies husk much better.&lt;br /&gt;
* You can free people from perma without using space. ADDED: If you go through brig maint, get through the window and grill near where they keep Sec&#039;s atmospheric canisters. Walk up near evidence, cut down the evidence R-wall, Go over to the wall that is behind the table in perma, make it into a hidden wall. Wrench the table and Tada! Sneak in and out of perma while only having to worry about the AI!&lt;br /&gt;
* The AI cannot examine anything except things it can see in its chamber. It can take pictures of you to see what&#039;s in your hand however.&lt;br /&gt;
* You can uncuff yourself while in a disposal unit.&lt;br /&gt;
* You can strip someone&#039;s pockets without a message appearing, if they don&#039;t move during it, otherwise they&#039;ll get a message that says their pockets are being touched. &lt;br /&gt;
* You can take out a combat mech with just an axe if you circle it well enough. Since they turn around slowly and must face you to fire, they can&#039;t do shit. The only issue is getting close enough. Also, if you intend to give someone a combat mech (not yourself) stick on a bunch of mech beacons and build yourself an exosuit computer. If they start to rampage, EMP all the beacons and ruin their mech. Then laugh at them and smash their face in real good.&lt;br /&gt;
* Every PDA holds a pen by default. Remove it and store your sleepy pen/e-daggers there if you take it. No one carries pens in their bag.&lt;br /&gt;
* Are you a traitorous sort lucky enough to have HoP-level access? Don&#039;t want security on your dick? CLOSE THE POSITIONS. An understaffed security team is a shit security team.&lt;br /&gt;
* Latex gloves don&#039;t stop you from leaving your fingerprints everywhere. They leave partial prints.&lt;br /&gt;
* Strapping a man to a chair while throwing floor tiles at him, is a surprisingly quick death on his part.&lt;br /&gt;
* If your objective is to steal the nuke disk, steal the pinpointer as well. The reason should be self-evident.&lt;br /&gt;
* The suspicious toolbox does fifteen damage instead of ten, making it as strong as a circular saw or a null rod.&lt;br /&gt;
* Borgs are always stunned by flashes, but the amount of time they&#039;re stunned varies.&lt;br /&gt;
* Grenades can be activated from backpack with mousetraps.&lt;br /&gt;
* Suit Storage Units can hold any type of space suit, even hardsuits. You can hide bodies in them and nobody will ever think of checking there. You can even hack SSUs to burn somebody to a crisp.&lt;br /&gt;
* The nuke blocks projectiles.&lt;br /&gt;
* Black gloves are fireproof. That means you can take whatever lights you want without getting burned. They also half the damage you take from electric shocks.&lt;br /&gt;
* Pulse rifles can actually break tables, racks, girders, and pretty much anything, provided you aim at it with your mouse. Except airlocks. But if you have a pulse rifle chances are airlocks won&#039;t matter for you.&lt;br /&gt;
* EMPs silence headsets.&lt;br /&gt;
* You can dip a cig in anything. Dip a cigar in plasma, the person who lights it will be gibbed (normal cigs won&#039;t do as much damage).&lt;br /&gt;
* Reverse pickpocketing doesn&#039;t produce a message for people you try it on (unless it fails). You can reverse pickpocket minibombs onto people. You can start the timer on the minibomb after you start the pickpocket attempt but before it&#039;s actually placed. At point blank range, the minibomb gibs provided the target has no protection. Go forth and explode pants.&lt;br /&gt;
* You can make an improvised explosive (IED) with basic materials. What you&#039;ll need:&lt;br /&gt;
**Soft drink can, Igniter, a Welding fuel tank, and a cable coil.&lt;br /&gt;
**Igniter ---&amp;gt; Space Cola (filled with welding fuel) ---&amp;gt; improvised explosive assembly --&amp;gt; click on a welding fuel tank --&amp;gt; cables ---&amp;gt; improvised explosive assembly (filled)&lt;br /&gt;
**Should be all set. Oh, and it can gib dead people, if exploded on their body, and the explosion doesn&#039;t expose blown tiles to space. It also destroys dead borg&#039;s bodies so you can get the MMI.&lt;br /&gt;
* One very important note about IED&#039;s blast radius is that it can destroy an APC one tile away. Meaning an IED in the windoor square in front of the AI can destroy its apc and render it incapable of shunting or really doing anything at all.&lt;br /&gt;
* You can use an IED on an r-wall to skip most of the steps of disassembling an r-wall.&lt;br /&gt;
* Got perma access? Try to slip a fully loaded toolbox in perma bathroom or hide an emag inside of the back of the toilet.&lt;br /&gt;
* You don&#039;t need to steal the blueprints to complete your objective, you can instead take a picture of it and it will count as successfully stealing it.&lt;br /&gt;
* &amp;quot;Steal plasma&amp;quot; is just the most easy objective; Grab a emergency O2 tank or an air tank, stuff it in a public scrubber until it&#039;s empty. Grab 10 sheets of metal, go to incinerator, make canister, attach canister to port, activate plasma valve, stuff tank into can, set pressure to max, open, wait, close, remove, win/die because you used it for internals.&lt;br /&gt;
* EMPing a cloning pod turns the clone into a slurry of blood and meat chunks. In case you&#039;ve got access to ground iron and uranium and REALLY need the guy getting cloned to not get cloned.&lt;br /&gt;
* Simply changing your hairstyle can be enough to throw security off your trail if they only caught a glimpse of you. Especially if you have hair that really stands out.&lt;br /&gt;
* A strategy to win Cuban Pete:&lt;br /&gt;
** If your magic is less than 5, charge.&lt;br /&gt;
** If your health is less than Pete&#039;s, and your turtle value is less than 3, heal.&lt;br /&gt;
** Otherwise, attack.&lt;br /&gt;
** Healing increases your turtle value by 1.&lt;br /&gt;
** Attacking or charging your magic reduces your turtle value by 1.&lt;br /&gt;
** Pete will attack you for more damage if your turtle value is greater than 3.&lt;br /&gt;
** This technique gives you a win/loss ratio of about 1.7 on average. If your health is ever below 7, restart the game (screwdriver the arcade machine to restart).&lt;br /&gt;
** Also, once you get Pete to low health, be aware that he can steal your magic. This can result in your death easily, such as if you heal at 5 magic using up 3, and then he steals 2, bringing you to 0 and gibbing you.&lt;br /&gt;
* RIG suits can carry a Jetpack in its Suit Slot, it still needs to be on your back to work, however you can carry it around without anyone seeing.&lt;br /&gt;
* Exo nuclear reactor radiation hits targets in 8 tile radius, get three exonuclear reactors for becoming walking radioactive catastrophe! Don&#039;t forget radiation suit, huh.&lt;br /&gt;
* If you&#039;re looking to hijack a shuttle and have spare space in your inventory, the fastest way to lock people out long enough to emag it without warning is to drop two reinforced tables in one airlock passage just before it docks after bolt-nolight-emagging the other airlock passage(s). Results may vary in places with more than 2-3 doors. ADDED: Five out of Five robusters agree - The surest way to escape alone is preventing anyone from boarding and emagging the console. Murderboning never works, and subverting the AI relies on the AI not being shit - Inconsistent &amp;amp; risky.&lt;br /&gt;
* Tip: Bullets pass through windows, but not Grilles. Lasers and disablers pass through windows and grilles. Electrodes are blocked by both windows and grilles.&lt;br /&gt;
* You can shoot a window with a laser (I.e, Click the window) to shoot at the window, rather than through the window. Doing this is faster than almost every other method, comparable in speed to deconstruction.&lt;br /&gt;
* You can steal flashes from mounted flashers by using wirecutters. This will disable the flasher until a replacement flash is installed.&lt;br /&gt;
* You can destroy canisters by attacking them. Usually I&#039;ll use a welder, which also lights the plasma on fire after it escapes. Very useful for traitoring. It&#039;s stupidly easy to escape alone just by releasing some plasma at escape a few minutes before the shuttle arrives. Also fire will destroy canisters the same way, so a fire in Toxins storage is REALLY bad. ADDED: Keep in mind that it doesn&#039;t destroy then release the plasma. It&#039;ll actually explode like a small bomb. So if you&#039;re trying to make an inferno, let the can empty THEN light it, so you don&#039;t put your own fire out with vacuum.&lt;br /&gt;
* Bombing/deconstructing the engineering SMESes will almost always result in the engine becoming loose.&lt;br /&gt;
* Spraying someone with welder fuel or alcohol on someone who&#039;s smoking a cigarette/cigar will set them on fire. Same applies to lit welders. Especially awesome since unlike other methods for setting someone on fire spraying does not show in the chatbox and it can be done from quite a few tiles away, or with unexpected items like pepper spray. ADDED: It also works with a active esword, as a poor antag found out once.&lt;br /&gt;
* You only need maint access to make single tank bombs, on any map. Get a large airtank, any igniter assembly, a wrench and a welder. Remove the air in the airtank with an airpump, then add some plasma and oxygen from the incinerator room(may need some pipe re-wrenching depending on the map), add a hot gas, then attach the igniter assembly and weld a hole in the bomb. Experiment with the mix, I&#039;ve seen 1,2,4 sized explosions(which is syndicate minibomb size) but I am sure you can make even bigger ones.&lt;br /&gt;
* Instead of just cutting the wires for the vault, you can just grab a toolbox, ointment, and one of them budget insulated gloves and break in from the window. Only on box though.&lt;br /&gt;
* Possessing damp rag, either from janitor room or from Bond Bundle, it works as 5u hypospray to mouth on harm intent. Gimmicky and adds flavor to your murder! (Personal recommendation: Use Zombie Powder.)&lt;br /&gt;
**If you manage to make Circuit Imprinter circuit, ABUSE THE HELL OUT OF IT! There&#039;s so much you can build with it, ranging from Energy gun rechargers &amp;amp; Chemical Dispensers to AI Upload consoles (Circuit Imprinter is NOT department locked when constructed elsewhere). Find a cozy place in [[Maintenance]] or make your own and start making those illegal drugs/subversion.&lt;br /&gt;
*Role-playing with your target helps a lot if they&#039;re not always on the move. Offer them money or valuable item for lure, or even lie to them about specific topic (example: &amp;quot;Clown tripped an engineer and dragged them to maints.&amp;quot;) and continue to beat the crap out of your prey.&lt;br /&gt;
*As Botanist, you have MASSIVE advantage of being able to creating some of the [[Syndicate Uplink]] without emagged Chemical Dispenser, that being Carpotoxin, Tirizine and possibly Histamine.&lt;br /&gt;
&lt;br /&gt;
===Double Agents?===&lt;br /&gt;
So you&#039;re a double agent. This mode functions a bit differently from normal Traitor in that &amp;lt;s&amp;gt;it&#039;s an absolute clusterfuck&amp;lt;/s&amp;gt; you are assigned another double agent to kill! However, this means that there&#039;s also a double agent out to kill YOU! You need to kill a double agent while not being killed yourself. Some uplink items, like the bomb, are unavailable in this mode. You, of course, won&#039;t be *told* it&#039;s a Double Agent round &amp;lt;s&amp;gt;but you can easily meta it from the number of objectives you have&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
{{Game modes}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Game Modes]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Sarchutar</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Syndicate_Items&amp;diff=33126</id>
		<title>Syndicate Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Syndicate_Items&amp;diff=33126"/>
		<updated>2021-02-22T05:01:57Z</updated>

		<summary type="html">&lt;p&gt;Sarchutar: Add incursion crates. (Some items may still be missing so revision stays)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision&lt;br /&gt;
|reason = This doesn&#039;t have the new Syndicate items and new stuff from Incursion mode&lt;br /&gt;
}}&lt;br /&gt;
==&#039;&#039;&#039;Syndicate Items&#039;&#039;&#039;==&lt;br /&gt;
These items can be bought through an [[#Syndicate_Uplink|uplink]] by [[Game Mode#Traitor|Traitors]] and (barring a few) [[Game Mode#Nuclear|Nuclear Operatives]].&lt;br /&gt;
==How to Get These Items==&lt;br /&gt;
{{anchor|Syndicate_Uplink}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Syndicate Uplink&lt;br /&gt;
 |image = normalpda.gif&lt;br /&gt;
 |foundin = Syndicate operatives spawn with one&lt;br /&gt;
 |usedfor = Ordering syndicate items by a traitor or syndicate operative. &lt;br /&gt;
 |strategy = Keep it locked. In case someone searches you they might look at your pda to see if it&#039;s an uplink. &lt;br /&gt;
 |description = This is where the traitor gets all his fancy items. It can be disguised as a PDA, the pen inside, or a headset. You will need to enter the code given into the ringtone selection in the messenger menu in your PDA, turn the pen or select a headset frequency.&amp;lt;br&amp;gt; From there, you can click on it and pick whatever item you want/need. However, you only have 20 telecrystals to use (In Nuke, the crystals are scaled to the population of the station. Every 10 people adds 10 crystals. Extra crystals for war ops), so choose wisely.&amp;lt;br&amp;gt; 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.&lt;br /&gt;
 }}&lt;br /&gt;
==Discounts==&lt;br /&gt;
Up to three items are randomly discounted. These items can be found at the bottom of the page. The lower initial cost, the higher chance it will be discounted. You can not buy the item at discount price more than once! Hope for a 80% off Dark Mauler! (Yes, this is possible)&lt;br /&gt;
==Bundles and Telecrystals==&lt;br /&gt;
===Contract Kit===&lt;br /&gt;
{{anchor|Contract Kit}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = &amp;quot;Contract Kit&amp;quot;&lt;br /&gt;
 |image = Contract uplink.gif&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 20 telecrystals. &lt;br /&gt;
 |usedfor = Completing kidnapping contracts for TC-rewards. &lt;br /&gt;
 |strategy = A high risk, high reward choice for a traitor who wants a real challenge.&lt;br /&gt;
 |description = &#039;&#039;&#039;15+ players only&#039;&#039;&#039;&amp;lt;br&amp;gt; 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&#039;ll be granted your own contract uplink embedded within a supplied tablet computer. Additionally, you&#039;ll be granted contractor gear to help with your mission. Comes supplied with the tablet, a specialist contractor space suit, [[#Radio_Jammer|Radio Jammer]], [[#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.&lt;br /&gt;
&lt;br /&gt;
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&#039;re extracted into their equipped ID.&lt;br /&gt;
&lt;br /&gt;
Victims that&#039;re extracted will have their items stored until they&#039;re brought back, with their items coming along with the pod they&#039;re dropped with. Extracted targets always get dropped back in the same area they were launched from.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Currently, when first assigning yourself to the uplink, you&#039;ll always be given 6 contracts.&lt;br /&gt;
&lt;br /&gt;
Unique items are available to purchase with &amp;quot;Contractor Rep&amp;quot; through the available Hub inside the uplink. You acquire two Rep per completed contract, with four different purchases available:&lt;br /&gt;
* &#039;&#039;&#039;Contractor Pinpointer - 1 Rep&#039;&#039;&#039;: 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&#039;re at the location when within ~25 units.&lt;br /&gt;
* &#039;&#039;&#039;Fulton Extraction Kit - 1 Rep&#039;&#039;&#039;: 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.&lt;br /&gt;
* &#039;&#039;&#039;Reinforcements - 2 Rep&#039;&#039;&#039;: 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&#039;ll be sent via pod, so be sure to call when by yourself.&lt;br /&gt;
* &#039;&#039;&#039;Blackout - 3 Rep&#039;&#039;&#039;: Cuts station power for a short duration.&lt;br /&gt;
&lt;br /&gt;
====[[File:Contractor_baton_retracted.png]]Contractor Baton[[File:Contractor_baton_extended.png]]====&lt;br /&gt;
This baton comes in every contract kit. If extended and used on someone when not on harm intent it causes 1.5 seconds of [[Status_Effects#Knockdown|knockdown]] and 70 [[Health#Stamina|stamina]] damage, which means it will stam-[[Status_Effects#Paralyze|paralyze]] someone with 2 hits. Has a 2.5 second cooldown between non-harm hits. Fits in a pocket when retracted. Use in hand to extend or retract. Unlike [[Security_items#Stun_Baton|other batons]], this one works on [[Cyborg|cyborgs]].  &lt;br /&gt;
&lt;br /&gt;
 }}&lt;br /&gt;
===Syndicate Bundle A: Syndi-kit Tactical===&lt;br /&gt;
{{anchor|Syndicate_Bundle}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = &amp;quot;Bundle A&amp;quot;&lt;br /&gt;
 |image = box.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 20 telecrystals.&lt;br /&gt;
 |usedfor = Random Traitoring.&lt;br /&gt;
 |strategy = Get this if you don&#039;t know what you want to get, or if you want a challenge. &lt;br /&gt;
 |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. &amp;lt;br&amp;gt;You get more than you would normally be able to at the cost of not knowing what you&#039;re going to get. This is bundle A, containing tactical item sets. &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-Bundle A&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Possible Sets&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-Bundle A&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recon&#039;&#039;&#039;&lt;br /&gt;
*X-ray Goggles&lt;br /&gt;
*[[#Briefcase_Launchpad|Briefcase Launchpad]]&lt;br /&gt;
*Binoculars&lt;br /&gt;
*[[#Syndicate_Encryption_Key|Syndicate Encryption Key]]&lt;br /&gt;
*[[#Syndicate_Space_Suit|Syndicate Space Suit]]&lt;br /&gt;
*2x Frag Grenades&lt;br /&gt;
*[[#EMP_Flashlight|EMP Flashlight]]&lt;br /&gt;
*[[#Karate_Scroll| Karate Scroll]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spy&#039;&#039;&#039;&lt;br /&gt;
*[[#Chameleon_Kit|Chameleon Jumpsuit]]&lt;br /&gt;
*[[#Chameleon_Kit|Chameleon Mask]] (with voice changer)&lt;br /&gt;
*[[#Agent_ID_Card|Agent ID Card]]&lt;br /&gt;
*[[#Camera_Bug|Camera Bug]]&lt;br /&gt;
*[[#AI_Detector|AI Detector]]&lt;br /&gt;
*[[#Syndicate_Encryption_Key|Syndicate Encryption Key]]&lt;br /&gt;
*[[#Mulligan|Mulligan Syringe]]&lt;br /&gt;
*[[#No-Slip_Chameleon_Shoes|No-Slip Chameleon Shoes]]&lt;br /&gt;
*Switchblade&lt;br /&gt;
*[[#Syndicate_Smokes|Syndicate Cigarettes]]&lt;br /&gt;
*[[#EMP_Flashlight|EMP Flashlight]]&lt;br /&gt;
*[[#Chameleon_Projector|Chameleon Projector]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stealth&#039;&#039;&#039;&lt;br /&gt;
*[[#Energy_Crossbow|Energy Crossbow]]&lt;br /&gt;
*[[#Sleepy_Pen|Sleepy Pen]]&lt;br /&gt;
*[[#Radioactive_Microlaser|Radioactive Microlaser]]&lt;br /&gt;
*[[#Chameleon_Projector|Chameleon Projector]]&lt;br /&gt;
*[[#Syndicate_Soap|Syndicate Soap]]&lt;br /&gt;
*Optical Thermal Scanners&lt;br /&gt;
*[[#EMP_Flashlight|EMP Flashlight]]&lt;br /&gt;
*[[#Radio_Jammer|Radio Jammer]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guns&#039;&#039;&#039;&lt;br /&gt;
*[[#Revolver|Revolver]]&lt;br /&gt;
*[[#357_Speedloader|Ammo .357]]&lt;br /&gt;
*[[#357_Speedloader|Ammo .357]]&lt;br /&gt;
*[[#Emag|Cryptographic Sequencer]]&lt;br /&gt;
*[[#C4|C4 Plastic Explosive]]&lt;br /&gt;
*Nitrile Gloves&lt;br /&gt;
*Clown Mask&lt;br /&gt;
*Black Jacket&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Screwed&#039;&#039;&#039;&lt;br /&gt;
*[[#Syndicate_Bomb|Syndicate Bomb Beacon]]&lt;br /&gt;
*[[#Syndicate_Minibomb|Syndicate Minibomb]]&lt;br /&gt;
*[[#Power_Sink|Power Sink]]&lt;br /&gt;
*[[#Syndicate_Space_Suit|Syndicate Space Suit]]&lt;br /&gt;
*[[#Syndicate_Encryption_Key|Syndicate Encryption Key]]&lt;br /&gt;
*[[#Energy Dagger|Energy Dagger]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Murder&#039;&#039;&#039;&lt;br /&gt;
*[[#Energy_Sword|Energy Sword]]&lt;br /&gt;
*Optical Thermal Scanner&lt;br /&gt;
*[[#Emag|Cryptographic Sequencer]]&lt;br /&gt;
*[[#No-Slip_Chameleon_Shoes|No-Slip Shoes]]&lt;br /&gt;
*[[#Syndicate_Encryption_Key|Syndicate Encryption Key]]&lt;br /&gt;
*[[#Syndicate_Minibomb|Syndicate Minibomb]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Implant&#039;&#039;&#039;&lt;br /&gt;
*[[#Freedom_Implant|Freedom Implant]]&lt;br /&gt;
*[[#Uplink_Implant|Uplink Implant]]&lt;br /&gt;
*[[#EMP_Kit|EMP Implant]]&lt;br /&gt;
*[[#Adrenal_Implant|Adrenal Implant]]&lt;br /&gt;
*Explosive Implant&lt;br /&gt;
*[[#Storage_Implant|Storage Implant]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hacker&#039;&#039;&#039;&lt;br /&gt;
*[[#Emag|Cryptographic Sequencer]]&lt;br /&gt;
*[[#Hacked_AI_Module|Hacked AI Module]]&lt;br /&gt;
*[[#Binary Encryption Key|Binary Encryption Key]]&lt;br /&gt;
*Toy AI&lt;br /&gt;
*[[#Artificial_Intelligence_Detector|AI Detector]]&lt;br /&gt;
*[[#Fully_Loaded_Toolbox|Fully Loaded Toolbox]]&lt;br /&gt;
*[[#Camera_Bug|Camera Bug]]&lt;br /&gt;
*Optical Thermal Scanners&lt;br /&gt;
*[[#Agent_ID_Card|Agent ID Card]]&lt;br /&gt;
*[[#Energy Dagger|Energy Dagger]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sabotage&#039;&#039;&#039;&lt;br /&gt;
*2x [[#C4|C4 Plastic Explosive]]&lt;br /&gt;
*2x Airlock Charge&lt;br /&gt;
*[[#Camera_Bug|Camera Bug]]&lt;br /&gt;
*[[#Power_Sink|Power Sink Beacon]]&lt;br /&gt;
*[[#Detomatix_PDA_Cartridge|Detomatix Cartridge]]&lt;br /&gt;
*[[#Fully_Loaded_Toolbox|Fully Loaded Toolbox]]&lt;br /&gt;
*[[#Pizza_Bomb|Pizza Bomb]]&lt;br /&gt;
*[[#EMP_Kit|EMP Kit]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sniper&#039;&#039;&#039;&lt;br /&gt;
*[[#Sniper_Rifle|Sniper Rifle]]&lt;br /&gt;
*[[#.50_Penetrator_Magazine|Box of Penetrator Rounds]]&lt;br /&gt;
*Optical Thermal Scanners&lt;br /&gt;
*Nitrile Gloves&lt;br /&gt;
*Clown Mask&lt;br /&gt;
*Black Jacket&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meta Ops&#039;&#039;&#039;&lt;br /&gt;
*[[#Syndicate_Hardsuit|Syndicate Hardsuit]]&lt;br /&gt;
*[[#Bulldog_Shotgun|Bulldog Shotgun]]&lt;br /&gt;
*Explosive Implant&lt;br /&gt;
*2x [[#Ammo-12g_Buckshot|Buckshot Magazines]]&lt;br /&gt;
*2x [[#C4|C4 Plastic Explosives]]&lt;br /&gt;
*[[#Emag|Cryptographic Sequencer]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
===Syndicate Bundle B: Syndi-kit Special===&lt;br /&gt;
{{anchor|Syndicate_Bundle_B}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = &amp;quot;Bundle B&amp;quot;&lt;br /&gt;
 |image = box.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 20 telecrystals.&lt;br /&gt;
 |usedfor = Random Traitoring.&lt;br /&gt;
 |strategy = Get this if you don&#039;t know what you want to get, or if you want a challenge.&lt;br /&gt;
 |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. &amp;lt;br&amp;gt;You get more than you would normally be able to at the cost of not knowing what you&#039;re going to get. This is bundle B, containing gimmicky item sets. &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-Bundle B&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Possible Sets&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-Bundle B&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bond&#039;&#039;&#039;&lt;br /&gt;
*[[#Stechkin|Stechkin Pistol]]&lt;br /&gt;
*[[#Universal_Suppressor|Suppressor]]&lt;br /&gt;
*[[#10mm_Handgun_Magazine|10mm Magazine]]&lt;br /&gt;
*[[#10mm_Armour_Piercing_Magazine|10mm Armour Piercing Magazine]]&lt;br /&gt;
*[[#10mm Hollow_Point_Magazine|10mm Hollow Point Magazine]]&lt;br /&gt;
*[[#Chameleon_Kit|Chameleon Jumpsuit]]&lt;br /&gt;
*[[#Agent_ID_Card|Agent ID Card]]&lt;br /&gt;
*[[#Stimpack|Stimpack]]&lt;br /&gt;
*Damp rag&lt;br /&gt;
*[[#Syndicate_Encryption_Key|Syndicate Encryption Key]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ninja&#039;&#039;&#039;&lt;br /&gt;
*Katana&lt;br /&gt;
*[[#Adrenal_Implant|Adrenal Implant]]&lt;br /&gt;
*6x Throwing Stars&lt;br /&gt;
*[[#Chameleon_Kit|Chameleon Toolbelt]]&lt;br /&gt;
*[[#Agent_ID_Card|Agent ID Card]]&lt;br /&gt;
*[[#Chameleon_Projector|Chameleon Projector]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Lord&#039;&#039;&#039;&lt;br /&gt;
*[[#Double-bladed_Energy_Sword|Double-Bladed Energy Sword]]&lt;br /&gt;
*Telekinesis SE Injector&lt;br /&gt;
*[[#Agent_ID_Card|Agent ID Card]]&lt;br /&gt;
*Dark Lord robes&lt;br /&gt;
*[[#No-Slip_Chameleon_Shoes|No-Slip Shoes]]&lt;br /&gt;
*[[Wizard#Robeless_Spells|Summon Item Spellbook]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;White Whale, Holy Grail&#039;&#039;&#039;&lt;br /&gt;
*Kinetic Speargun&lt;br /&gt;
*Quiver with 30 Magspears&lt;br /&gt;
*Carp space suit&lt;br /&gt;
*Carp mask&lt;br /&gt;
*Carp delivery grenade&lt;br /&gt;
*[[#Dehydrated_Space_Carp|Dehydrated Space Carp]]&lt;br /&gt;
*[[#Syndicate Sentience Potion|Syndicate Sentience Potion]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mad Scientist&#039;&#039;&#039;&lt;br /&gt;
*Mad Scientist Labcoat&lt;br /&gt;
*Jackboots&lt;br /&gt;
*Megaphone&lt;br /&gt;
*2x random cluster grenades&lt;br /&gt;
*[[#Bioterror_Foam_Grenade|Bioterror Foam Grenade]]&lt;br /&gt;
*4x Remote Signaling Device&lt;br /&gt;
*[[#Fully_Loaded_Toolbox|Syndicate Toolbox]]&lt;br /&gt;
*[[#Energy_Dagger|Energy Dagger]]&lt;br /&gt;
*Bluespace Wormhole Projector&lt;br /&gt;
*[[Research_items#Decloner|Decloner]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bee&#039;&#039;&#039;&lt;br /&gt;
*Bee objective&lt;br /&gt;
*Bee costume&lt;br /&gt;
*Bee mask&lt;br /&gt;
*Yellow fanny pack&lt;br /&gt;
*3x [[#Buzzkill_Grenade_Box|Buzzkill Grenades]]&lt;br /&gt;
*Beesease reagent&lt;br /&gt;
*Bee gun - A gun that fires bees. Can be filled with reagents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mr Freeze&#039;&#039;&#039;&lt;br /&gt;
*Cold glasses&lt;br /&gt;
*Black gloves&lt;br /&gt;
*[[#Chameleon_Kit|Chameleon Mask]]&lt;br /&gt;
*Winter coat&lt;br /&gt;
*Winter boots&lt;br /&gt;
*4x Gluon Grenades&lt;br /&gt;
*[[Guide_to_genetics#Geladikinesis|Geladikinesis DNA injector]]&lt;br /&gt;
*[[Guide_to_genetics#Cryokinesis|Cryokinesis DNA injector]]&lt;br /&gt;
*[[Security_items#Temperature_Gun|Temperature Gun]]&lt;br /&gt;
*Blue energy saber&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
===Syndicate Surplus Crate===&lt;br /&gt;
{{anchor|Syndicate_Surplus_Crate}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = &amp;quot;Crate&amp;quot;&lt;br /&gt;
 |image = GrayCrate.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 20 telecrystals.&lt;br /&gt;
 |usedfor = Taking a gamble or getting tons of items.&lt;br /&gt;
 |strategy = This can contain nearly everything on the uplink. If you want to take a gamble, buy it.&lt;br /&gt;
 |description = &#039;&#039;&#039;20+ players only&#039;&#039;&#039;&amp;lt;br&amp;gt; It&#039;s a crate. It contains 50 telecrystals worth of &#039;&#039;completely random&#039;&#039; Syndicate items. This can be anything from an [[#Emag|Emag]] to a [[#Syndicate_Playing Cards|Deck of Cards]]. It can be useless junk or really good. It can be fun to buy if you have an easy objective or want to switch up your strategy.&lt;br /&gt;
 }}&lt;br /&gt;
===Syndicate Lootbox Crate===&lt;br /&gt;
{{anchor|Syndicate_Lootbox_Crate}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = &amp;quot;Crate&amp;quot;&lt;br /&gt;
 |image = GrayCrate.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 20 telecrystals.&lt;br /&gt;
 |usedfor = Throwing a D20 and multiplying the result by 5, unless you hit 20 which will multiply it by 10.&lt;br /&gt;
 |strategy = This can contain nearly everything on the uplink. If you want to take a gamble, buy it.&lt;br /&gt;
 |description = &#039;&#039;&#039;30+ players only&#039;&#039;&#039;&amp;lt;br&amp;gt; It&#039;s a crate. It contains 5-200 telecrystals worth of &#039;&#039;completely random&#039;&#039; Syndicate items. This can be anything from an [[#Emag|Emag]] to a [[#Syndicate_Playing Cards|Deck of Cards]]. It can be useless junk or really good. It can be fun to buy if you have an easy objective or want to switch up your strategy, but if you roll 1 you will only be greeted with a sense of pride and accomplishment. Roll 20 and the syndicate will congratulate you with a printed report for the captain to read out loud if they so choose.&lt;br /&gt;
 }}&lt;br /&gt;
===1 Raw Telecrystal===&lt;br /&gt;
{{anchor|1_Raw_Telecrystal}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Telecrystal&lt;br /&gt;
 |image = Tc.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 1 telecrystal.&lt;br /&gt;
 |usedfor = Giving other traitors or the nuke ops leader TC, charging F.R.A.M.E. cartridges.&lt;br /&gt;
 |strategy = These crystals can be used to regular uplinks, nuke ops uplinks and F.R.A.M.E. cartridges.&lt;br /&gt;
 |description = A telecrystal in its rawest and purest form; can be utilized on active uplinks to increase their telecrystal count.&lt;br /&gt;
 }}&lt;br /&gt;
===5 Raw Telecrystals===&lt;br /&gt;
{{anchor|5_Raw_Telecrystals}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Telecrystal&lt;br /&gt;
 |image = Tc.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 5 telecrystals.&lt;br /&gt;
 |usedfor = Giving other traitors or the nuke ops leader TC, charging F.R.A.M.E. cartridges.&lt;br /&gt;
 |strategy = These crystals can be used to regular uplinks, nuke ops uplinks and F.R.A.M.E. cartridges.&lt;br /&gt;
 |description = Five telecrystals in their rawest and purest form; can be utilized on active uplinks to increase their telecrystal count.&lt;br /&gt;
 }}&lt;br /&gt;
===20 Raw Telecrystals===&lt;br /&gt;
{{anchor|20_Raw_Telecrystals}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Telecrystal&lt;br /&gt;
 |image = Tc.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 20 telecrystals.&lt;br /&gt;
 |usedfor = Giving other traitors or the nuke ops leader TC, charging F.R.A.M.E. cartridges.&lt;br /&gt;
 |strategy = These crystals can be used to regular uplinks, nuke ops uplinks and F.R.A.M.E. cartridges.&lt;br /&gt;
 |description = Twenty telecrystals in their rawest and purest form; can be utilized on active uplinks to increase their telecrystal count.&lt;br /&gt;
 }}&lt;br /&gt;
===Super Surplus Crate===&lt;br /&gt;
{{anchor|Super_Surplus_Crate}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = &amp;quot;Crate&amp;quot;&lt;br /&gt;
 |image = GrayCrate.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 40 telecrystals.&lt;br /&gt;
 |usedfor = Teaming up with another traitor to gamble all your TC. &lt;br /&gt;
 |strategy = The 40 TC price means that you have to team up with at least one other traitor. Use codewords!&lt;br /&gt;
 |description = &#039;&#039;&#039;30+ players only&#039;&#039;&#039;&amp;lt;br&amp;gt; This big boy contains 125 TC worth of items. If you feel you can trust other traitors, why not?&lt;br /&gt;
 }}&lt;br /&gt;
===Random Item===&lt;br /&gt;
{{anchor|Random_Item}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = &amp;quot;???&amp;quot;&lt;br /&gt;
 |image = GrayCrate.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs a random amount of telecrystals.&lt;br /&gt;
 |usedfor = Purchasing a random item. &lt;br /&gt;
 |strategy = Buy something completely random.&lt;br /&gt;
 |description = Picking this will purchase a random item. Useful if you have some TC to spare or if you haven&#039;t decided on a strategy yet.&lt;br /&gt;
 }}&lt;br /&gt;
==Conspicuous and Dangerous Weapons==&lt;br /&gt;
===Box of Throwing Weapons===&lt;br /&gt;
{{anchor|Box_of_Throwing_Weapons}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Box of Throwing Weapons&lt;br /&gt;
 |image = Syndibox.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 3 telecrystals. &lt;br /&gt;
 |usedfor = Murdering people by throwing things.&lt;br /&gt;
 |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.&lt;br /&gt;
 |contents = 5x[[File:Tstar.png]], 2x[[File:Rbola.png]]&lt;br /&gt;
 |description = This kit contains five throwing stars and two reinforced bolas. Throwing stars will deal heavy brute damage on hit and automatically embed, causing further brute and bleeding over time.&amp;lt;br&amp;gt; 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]].&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Energy Sword===&lt;br /&gt;
{{anchor|Energy_Sword}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Energy Sword&lt;br /&gt;
 |image = ESword.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 8 telecrystals. &lt;br /&gt;
 |usedfor = Mass murder.&lt;br /&gt;
 |strategy = This sword will usually crit someone in three to four hits (more if the target is armored). It leaves a bloody mess though. When it is on it has a chance to deflect projectiles.  Needs to be turned on before use. Can fit in a pocket if shut off.&lt;br /&gt;
 |description = This is a melee weapon that will do a lot of (30) brute damage. It also has a high chance to knock someone down, or outright uncouncious. It has two states, on and off. When it&#039;s off, you can fit it into your pocket, but it&#039;s a terrible weapon.&amp;lt;br&amp;gt; Activate it to switch between the two states, but be warned, turning it on or off causes a very loud and distinct noise. It is also a very good combo combined with the [[#Mini Energy Crossbow|e-bow]]&#039;s knockdown. You have a decent chance of reflecting projectiles with it when turned on.&lt;br /&gt;
Most often found in the hands of [[Traitor|Traitors]] and [[Nuclear Operative|Nuke Ops]], however Nanotrasen also likes to make use of them, mainly in [[Emergency_Response_Team|Red Alert ERTs]] and [[Death Squad|Death Squads]]. &lt;br /&gt;
You can also hit it with a multitool to make it a RAINBOW SWORD.&lt;br /&gt;
 }}&lt;br /&gt;
===Double-bladed Energy Sword===&lt;br /&gt;
{{anchor|Double-bladed_Energy_Sword}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Double-bladed Energy Sword&lt;br /&gt;
 |image = DoubleESword.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 18 telecrystals. &lt;br /&gt;
 |usedfor = SUPER mass murder, making security and all their stunning and lasers completely irrelevant.&lt;br /&gt;
 |strategy = Simply having this weapon active will completely ruin anyone who tries to shoot you with a taser.&lt;br /&gt;
 |description = &#039;&#039;&#039;25+ players only&#039;&#039;&#039;&amp;lt;br&amp;gt; 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.&amp;lt;br&amp;gt; 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.&amp;lt;br&amp;gt; This makes unrobust Security completely and totally useless at range, and makes them easy kills if they get hit by their own taser shots. This sword is not unstoppable, however. It also has a chance to reflect bullets, but this is somewhat unreliable.&amp;lt;br&amp;gt; It will also not stop melee attacks, so try to avoid the inevitable jousting matches with stunbatons and disarm intent. Temperature gun shots go right through this.&lt;br /&gt;
 }}&lt;br /&gt;
=== Gloves of the North Star===&lt;br /&gt;
{{anchor|Gloves of the North Star}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = &amp;quot;Gloves of the North Star&amp;quot;&lt;br /&gt;
 |image = Brokenbottle.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 8 telecrystals.&lt;br /&gt;
 |usedfor = ATATATATATA &lt;br /&gt;
 |strategy = Buy this if you want to punch people really quickly.&lt;br /&gt;
 |description = A pair of gloves that lets you punch things extremely fast. You can even set a battlecry from your favorite Japanese anime! Does not work with weapons and hulk hands. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Holoparasite|Holoparasites]]===&lt;br /&gt;
{{anchor|Holoparasite_Injector_Kit}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Holoparasite injector kit&lt;br /&gt;
 |image = Syndibox.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 18 telecrystals. &lt;br /&gt;
 |usedfor = ORAORAORAORAORA&lt;br /&gt;
 |strategy = Has many strategic options depending on which type of Holoparasite you choose to summon. &lt;br /&gt;
 |description = &#039;&#039;&#039;25+ players only&#039;&#039;&#039;&amp;lt;br&amp;gt; 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. &lt;br /&gt;
 }}&lt;br /&gt;
===Powerfist===&lt;br /&gt;
{{anchor|Powerfist}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Power Fist&lt;br /&gt;
 |image = powerfist.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 6 telecrystals. &lt;br /&gt;
 |usedfor = break some bones (if this were Baystation).&lt;br /&gt;
 |strategy = This weapon&#039;s main strength is throwing people away from you and/or into a fire, open airlock, electrified airlock, emagged gibber etc.&lt;br /&gt;
 |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.&amp;lt;br&amp;gt; To mount a gas tank, simply click on the powerfist with the tank in your hand. The pressure valve can be adjusted with a wrench to the setting 1,2 and 3. To remove an empty tank, use a screwdriver on the powerfist. &amp;lt;br&amp;gt;&lt;br /&gt;
Setting one has force 20 and launches people 1 tile away.&amp;lt;br&amp;gt;&lt;br /&gt;
Setting two and three double and triple these values respectively, so 40/60 damage and 2/3 tiles thrown. &amp;lt;br&amp;gt;&lt;br /&gt;
From a standard, filled tank of air one should expect 4 full punches on setting two and 3 on setting three. &amp;lt;br&amp;gt; &lt;br /&gt;
}}&lt;br /&gt;
===Stechkin===&lt;br /&gt;
{{anchor|Stechkin}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Stechkin Pistol&lt;br /&gt;
 |image = stetchkin.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 7 telecrystals&lt;br /&gt;
 |usedfor = Quick and concealable murder.&lt;br /&gt;
 |strategy = Keep it hidden, it&#039;s possible to gain this gun by other means beyond being a traitor but the average Security Officer will assume it&#039;s Syndicate until proven otherwise.&lt;br /&gt;
 |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&#039;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.&amp;lt;br&amp;gt; Can be fitted with a suppressor, which makes it a very lethal and effective weapon of murder. However, this increases the size to normal and will no longer fit in your pocket. Uses [[#10mm_Handgun_Magazine|10mm ammunition]]. &lt;br /&gt;
 }}&lt;br /&gt;
===Revolver===&lt;br /&gt;
{{anchor|Revolver}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = .357 Revolver&lt;br /&gt;
 |image = Revolver.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 12 telecrystals&lt;br /&gt;
 |usedfor = Very quick and loud murder.&lt;br /&gt;
 |strategy = Keep the thing hidden, as people know it&#039;s only available to syndicates. Also, it makes a lot of noise, so be careful.&lt;br /&gt;
 |description = It&#039;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&#039;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.&amp;lt;br&amp;gt; This gun comes loaded with 7 rounds, more can be bought from your uplink or created with a hacked autolathe. The damage is high enough to quickly blow up a supermatter crystal. Uses [[#357_Speedloader|.357 ammunition]]. &lt;br /&gt;
 }}&lt;br /&gt;
=== Toy Pistol with Riot Darts===&lt;br /&gt;
{{anchor|Toy_Gun_with_Riot_Darts}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Toy Gun with Riot Darts&lt;br /&gt;
 |image = Toy_gun.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 2 telecrystals.&lt;br /&gt;
 |usedfor = Hiding a stunning weapon in plain sight.&lt;br /&gt;
 |strategy = This gun is identical to the normal toy guns, but it shoots stamina-damaging darts that can knock down.&lt;br /&gt;
 |description = An innocent-looking toy pistol designed to fire foam darts. Comes loaded with [[#Box_of_Riot_Darts|riot-grade darts]] effective at incapacitating a target.&lt;br /&gt;
 }}&lt;br /&gt;
===Poisoned Knife===&lt;br /&gt;
{{anchor|Poisoned_Knife}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Poisoned Knife&lt;br /&gt;
 |image = poisonknife.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 8 telecrystals.&lt;br /&gt;
 |usedfor = Injecting chemicals or toxins while in combat.&lt;br /&gt;
 |strategy = Buy with poison kit, apply to target.&lt;br /&gt;
 |description = A knife that can store 40u of liquids, which are then injected when stabbing something. Deals 12 brute damage.&lt;br /&gt;
 }}&lt;br /&gt;
==Stealthy and Inconspicuous Weapons ==&lt;br /&gt;
===Dart Pistol===&lt;br /&gt;
{{anchor|Dart_Pistol}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Dart Pistol&lt;br /&gt;
 |image = Dart_pistol.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 3 telecrystals. &lt;br /&gt;
 |usedfor = Shooting chemicals. Useful with the Poison Kit.&lt;br /&gt;
 |strategy = Use it as you would a normal syringe gun; the only difference is that it fits into a pocket.&lt;br /&gt;
 |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.&lt;br /&gt;
 }}&lt;br /&gt;
===Dehydrated Space Carp===&lt;br /&gt;
{{anchor|Dehydrated_Space_Carp}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Dehydrated Space Carp&lt;br /&gt;
 |image = Carp_plush.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 1 telecrystal.&lt;br /&gt;
 |usedfor = Sudden carp invasions.&lt;br /&gt;
 |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&#039;t attack you once spawned.&lt;br /&gt;
 |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.&lt;br /&gt;
 }}&lt;br /&gt;
===Energy Dagger===&lt;br /&gt;
{{anchor|Energy Dagger}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Energy Dagger&lt;br /&gt;
 |image = Edagger.gif&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 3 telecrystals. &lt;br /&gt;
 |usedfor = Last resort combat.&lt;br /&gt;
 |strategy = Shove it in your PDA. Don&#039;t bring it out until you need it, because everyone knows only syndicates have energy blades.&lt;br /&gt;
 |description = It&#039;s a dagger that does 18 brute on hit, and 35 brute when thrown. It can be disguised and hidden as a pen. Keep it out of sight and then bring it out once you&#039;ve got somebody on the ropes.&amp;lt;br&amp;gt; It&#039;s better than most weapons very cheap, so it&#039;s not a bad last resort. Unless people know you have it they&#039;re very unlikely to search your PDA pen slot. &lt;br /&gt;
 }}&lt;br /&gt;
===Karate Scroll===&lt;br /&gt;
{{anchor|Karate_Scroll}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Karate Scroll&lt;br /&gt;
 |image = Scroll.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 4 telecrystals. &lt;br /&gt;
 |usedfor = Fighting people with your fists.&lt;br /&gt;
 |strategy = This scroll will teach you art of Karate, makings your hits stronger and letting you do cool combos.&lt;br /&gt;
 |description = You must keep reading the scroll until you get a message saying you have mastered the ability. This will take some time and you will see several smaller flavor messages while reading. The Karate style is basically cheaper version of Sleeping Carp, helping you incapatate enemies with combo hits. Your punches will also do exactly 7 damage.&lt;br /&gt;
Possible Combos:&lt;br /&gt;
*&#039;&#039;&#039;Calf Kick&#039;&#039;&#039;: Harm Grab Disarm. Paralyses one of your opponent&#039;s legs.&lt;br /&gt;
*&#039;&#039;&#039;Jumping Knee&#039;&#039;&#039;: Harm Disarm Harm. Deals significant stamina damage and knocks your opponent down briefly.&lt;br /&gt;
*&#039;&#039;&#039;Karate Chop&#039;&#039;&#039;: Grab Harm Disarm. Very briefly confuses your opponent and blurs their vision.&lt;br /&gt;
*&#039;&#039;&#039;Floor Stomp&#039;&#039;&#039;: Harm Grab Harm. Deals brute and stamina damage if your opponent isn&#039;t standing up.&lt;br /&gt;
 }}&lt;br /&gt;
===Martial Arts Scroll===&lt;br /&gt;
{{anchor|Martial_Arts_Scroll}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Martial Arts Scroll&lt;br /&gt;
 |image = Scroll.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 16 telecrystals. &lt;br /&gt;
 |usedfor = Fighting ranged attackers, killing people with your fists.&lt;br /&gt;
 |strategy = This scroll will teach you tYhe Sleeping Carp style, making you immune to ranged attacks but also unable to use guns, while making your hits stronger. &lt;br /&gt;
 |description = &#039;&#039;&#039;20+ players only&#039;&#039;&#039;&amp;lt;br&amp;gt;You must keep reading the scroll until you get a message saying you have mastered the ability. This will take some time and you will see several smaller flavor messages while reading. The Sleeping Carp style then lets you ignore all ranged attacks, whether energy or physical (but not thrown items). Dodging an attack this way will make a noticeable sound and message, which will alert everyone close of this skill, and thus of your traitor status.&amp;lt;br&amp;gt; You will also not be able to use any ranged weapon, as it would be dishonorable. &lt;br /&gt;
Your punches do 10 to 15 brute, and your grabs will start as aggressive.&lt;br /&gt;
You can also combo attacks by switching intents while hitting. Possible Combos:&lt;br /&gt;
* &#039;&#039;&#039;Wrist Wrench&#039;&#039;&#039;: Disarm Disarm. Forces the opponent to drop the item in his hand. Stuns for 6 seconds. Does not work if target is stunned or paralyzed. &lt;br /&gt;
* &#039;&#039;&#039;Back Kick&#039;&#039;&#039;: Harm Grab. The opponent must be facing away from you. Paralyzes for 8 seconds. Does not work if target is paralyzed. &lt;br /&gt;
* &#039;&#039;&#039;Stomach Knee&#039;&#039;&#039;: Grab Harm. Knocks the wind out of the opponent and stuns for 4 seconds. Does not work if target is paralyzed. &lt;br /&gt;
* &#039;&#039;&#039;Head Kick&#039;&#039;&#039;: Disarm Harm Harm. Decent damage, forces the opponent to drop the item in his hand. Stuns for 8 seconds. Does not work if target is paralyzed. &lt;br /&gt;
* &#039;&#039;&#039;Elbow Drop&#039;&#039;&#039;: Harm Disarm Harm Disarm Harm. The opponent must be on the ground. Deals huge damage, and instantly kills anyone in critical condition. &lt;br /&gt;
 }}&lt;br /&gt;
===Gamma Bow===&lt;br /&gt;
{{anchor|Mini_Energy_Crossbow}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = {{anchor|Gamma_Bow}}Gamma Bow&lt;br /&gt;
 |image = Ebow.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 8 telecrystals&lt;br /&gt;
 |usedfor = Irradiating people.&lt;br /&gt;
 |strategy = Poison crewmates.&lt;br /&gt;
 |description = This weapon &amp;lt;b&amp;gt;is&amp;lt;/b&amp;gt; meant for killing. Though this weapon does make a sound when fired, it is still very quiet, and can easily be concealed in your pocket.&amp;lt;br&amp;gt; Additionally this weapon does not provide any message that it has been fired just like E-bow. Strong when paired with a disabler or anything that kills stamina. It has no shot limit, but takes a while to charge each shot, roughly 25 seconds. Each shot delivers random toxins to 10u Polonium, 5u Fentanyl, 5u Toxin and 10u Radium, that disorient and irradite the target.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mini Energy Crossbow===&lt;br /&gt;
{{anchor|Mini_Energy_Crossbow}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = {{anchor|Miniature_Energy_Crossbow}}Miniature Energy Crossbow&lt;br /&gt;
 |image = Ebow.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 12 telecrystals&lt;br /&gt;
 |usedfor = Stunning people.&lt;br /&gt;
 |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.&lt;br /&gt;
 |description = This weapon is not meant for killing, rather it is intended for stunning. Though this weapon does make a sound when fired, it is still very quiet, and can easily be concealed in your pocket.&amp;lt;br&amp;gt; Additionally this weapon does not provide any message that it has been fired. Strong when paired with an energy sword, as it cannot reliably kill anything by itself. It has no shot limit, but takes a while to charge each shot. Each shot deals 15 toxin damage, [[Status_Effects#Knockdown|knocks down]] for 1 second, deals 60 stamina damage and blurs the vision of the target. It takes two hits to [[Status_Effects#Paralyze|paralyze]] someone. &lt;br /&gt;
 }}&lt;br /&gt;
===Boxed Origami Kit===&lt;br /&gt;
{{anchor|Boxed Origami Kit}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = {{anchor|Origami}}Boxed Origami Kit&lt;br /&gt;
 |image = Syndibox.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 6 telecrystals&lt;br /&gt;
 |usedfor = Folding paper airplanes. &lt;br /&gt;
 |strategy = Lets you fold any paper into sharp paper airplanes to hit people in the eyes with. &lt;br /&gt;
 |description = The box contains a book able teach you The Art of Origami, and 5 ordinary papers. Activate the book in hand to read it until you get the message &amp;quot;You feel like you&#039;ve got a good handle on origami!&amp;quot;. This will give you a new HUD icon. Click the HUD icon to toggle origami folding on. When on, any paper airplane you fold (by alt-clicking a paper) will turn into a deadly throwing weapon, which looks the same as an ordinary paper airplane. These planes will deal 20 brute damage on thrown hit and cause bleeding. Victums not wearing any eyewear it will also be [[Status_Effects#Paralyze|paralyzed]] for 4 seconds plus and take eye damage. These planes will always hit people in the eyes, regardless of which body part you&#039;re aiming at. &lt;br /&gt;
 }}&lt;br /&gt;
===Poison Kit===&lt;br /&gt;
{{anchor|Poison_Kit}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Poison Kit&lt;br /&gt;
 |image = Syndibox.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 7 telecrystals. &lt;br /&gt;
 |usedfor = Murdering people silently. &lt;br /&gt;
 |strategy = Inject these poisons into food, medicines, cryotubes, or just shoot them with a syringe gun.&lt;br /&gt;
 |contents = [[File:Bottle.png]][[File:Syringe.png]]&lt;br /&gt;
 |description = This kit contains a bottle each of [[Guide to chemistry#Polonium|Polonium]], [[Guide to chemistry#Venom|Venom]], [[Guide to chemistry#Fentanyl|Fentanyl]], [[Guide to chemistry#Formaldehyde|Formaldehyde]], [[Guide to chemistry#Cyanide|Cyanide]], [[Guide to chemistry#Histamine|Histamine]], [[Guide to chemistry#Initropidil|Initropidil]], [[Guide to chemistry#Pancuronium|Pancuronium]], [[Guide to chemistry#Sodium Thiopental|Sodium Thiopental]], [[Guide to chemistry#Coniine|Coniine]], [[Guide to chemistry#Curare|Curare]] and [[Guide to chemistry#Amanitin|Amanitin]], with a free syringe to inject them with. &lt;br /&gt;
 }}&lt;br /&gt;
===Romerol===&lt;br /&gt;
{{anchor|Romerol}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Romerol&lt;br /&gt;
 |image = Syndibox.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 25 telecrystals. &lt;br /&gt;
 |usedfor = Creating a zombie infestation. &lt;br /&gt;
 |strategy = Inject into food, medicines, cryotubes, or just shoot it with a syringe gun.&lt;br /&gt;
 |contents = [[File:Bottle12.png]][[File:Eyedropper.png]][[File:Syringe.png]]&lt;br /&gt;
 |description = [[Guide_to_chemistry#Romerol|Romerol]] adds a zombie infection organ to victims. When those victims die, they will revive as zombies who can infect other people. Because [[Guide_to_chemistry#Romerol|Romerol]] costs more than 20 telecrystals, at least two traitors will need to collaborate to buy it. It can be applied to corpses directly, allowing creation of zombies from corpses in the [[Morgue]].&lt;br /&gt;
 }}&lt;br /&gt;
===Sleepy Pen===&lt;br /&gt;
{{anchor|Sleepy_Pen}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = &amp;quot;Pen&amp;quot;&lt;br /&gt;
 |image = Pen.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 5 telecrystals. &lt;br /&gt;
 |usedfor = Disabling people, making people look dead.&lt;br /&gt;
 |strategy = This item will paralyze people, so they cannot talk and will collapse after a short time. It will quickly wear off.&lt;br /&gt;
 |description = This is a very devious little item. It is a refillable instant injector that looks like a pen. The pen can hold up to 45u reagents and starts with 20u [[Guide_to_chemistry#Chloral_Hydrate|Chloral Hydrate]], 15u [[Guide to chemistry#Mute_Toxin|Mute-Toxin]], and 10u [[Guide to chemistry#Tirizene|Tirizene]], which prevents people from talking and causing them to fall asleep after about 20 seconds at most. They can still see and hear everything around them, until they actually fall asleep. Does not penetrate hardsuits. The victim will feel a tiny prick but the stab will be invisible to others. &amp;lt;br&amp;gt; The default [[Guide_to_chemistry|chemicals]] inside are completely non-lethal, so if you want to kill with it you need [[Syndicate Items#Poison Kit|something else]]. Not available to [[Syndicate guide|Nuke Ops]].&lt;br /&gt;
 }}&lt;br /&gt;
===Universal Suppressor===&lt;br /&gt;
{{anchor|Suppressor}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Suppressor&lt;br /&gt;
 |image = Suppressor.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 2 telecrystals.&lt;br /&gt;
 |usedfor = Silencing weapons. &lt;br /&gt;
 |strategy = Attach it to your [[#Stechkin|Stechkin]], or to other ballistic weapons (that isn&#039;t a revolver or shotgun) to silence and remove the weapon&#039;s attack messages.&lt;br /&gt;
 |description = A universal syndicate small-arms suppressor for maximum espionage. Can be attached to almost any non-revolver/shotgun firearm. Remove it by alt-clicking the firearm. &lt;br /&gt;
 }}&lt;br /&gt;
==Ammunition==&lt;br /&gt;
===.357 Speedloader===&lt;br /&gt;
{{anchor|357_Speedloader}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = .357 Speedloader&lt;br /&gt;
 |image = 357_speedloader.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 2 telecrystals. Also made in hacked autolathes, costs 50,000 metal units.&lt;br /&gt;
 |usedfor = Ammo for the [[#Revolver|Revolver]].&lt;br /&gt;
 |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.&lt;br /&gt;
 |description = This is ammo for the [[#Revolver|Revolver]]. It gives the revolver 7 more shots. It can be used by clicking on an empty revolver while you hold the ammo in your active hand.&amp;lt;br&amp;gt; These can not be printed in a hacked autolathe anymore. Only ammunition can be printed and used to reload speedloaders or the gun one bullet at a time.&lt;br /&gt;
 }}&lt;br /&gt;
===10mm Handgun Magazine===&lt;br /&gt;
{{anchor|10mm_Handgun_Magazine}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = 10mm Handgun Magazine&lt;br /&gt;
 |image = 10mmMag.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 1 telecrystals. Loose ammo boxes can be made in a hacked autolathe, costs 50,000 metal units.&lt;br /&gt;
 |usedfor = Ammunition for the [[#Stechkin|Stechkin]].&lt;br /&gt;
 |strategy = Order in conjunction with the stechkin for extra killing potential. Using on a stechkin already loaded with a magazine will do a &#039;&#039;tacticool reload&#039;&#039;, replacing the old magazine with it and dropping the old magazine under your feet. Can be handloaded from a loose ammo box.&lt;br /&gt;
 |description = This is ammo for the [[Syndicate Items#Stechkin|Stechkin]]. It gives the stechkin a full clip. It can be used by either using a stechkin in hand to remove the old magazine and loading it in, or using directly for a tactical reload.&amp;lt;br&amp;gt; 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&#039;s more economical to simply load new magazines by clicking on them with the printable ammo boxes.&lt;br /&gt;
 }}&lt;br /&gt;
===10mm Armour Piercing Magazine===&lt;br /&gt;
{{anchor|10mm_Armour_Piercing_Magazine}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = 10mm Armour Piercing Magazine&lt;br /&gt;
 |image = 10mmmagAP.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 2 telecrystals.&lt;br /&gt;
 |usedfor = Armour piercing ammunition for the [[#Stechkin|Stechkin]].&lt;br /&gt;
 |strategy = Order this when you want to kill someone armoured like security staff.&lt;br /&gt;
 |description = An additional 8-round 10mm magazine; compatible with the [[#Stechkin|Stechkin Pistol]]. These rounds are less effective at injuring the target but penetrate protective gear.&lt;br /&gt;
 }}&lt;br /&gt;
===10mm Incendiary Magazine===&lt;br /&gt;
{{anchor|10mm_Incendiary_Magazine}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = 10mm Incendiary Magazine&lt;br /&gt;
 |image = 10mmmagfire.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 2 telecrystals.&lt;br /&gt;
 |usedfor = Ammunition for the [[#Stechkin|Stechkin]] which sets the target on fire.&lt;br /&gt;
 |strategy = Order this when you want to see someone burn.&lt;br /&gt;
 |description = An additional 8-round 10mm magazine; compatible with the [[#Stechkin|Stechkin Pistol]]. Loaded with incendiary rounds which ignite the target.&lt;br /&gt;
 }}&lt;br /&gt;
===10mm Hollow Point Magazine===&lt;br /&gt;
{{anchor|10mm Hollow_Point_Magazine}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = 10mm Hollow Point Magazine&lt;br /&gt;
 |image = 10mmmaghollow.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 3 telecrystals.&lt;br /&gt;
 |usedfor = Ammunition for the [[#Stechkin|Stechkin]] which deals more damage against unarmoured targets.&lt;br /&gt;
 |strategy = Order this when you want to kill someone who is likely unarmoured.&lt;br /&gt;
 |description = An additional 8-round 10mm magazine; compatible with the [[#Stechkin|Stechkin Pistol]]. These rounds are more damaging but ineffective against armour.&lt;br /&gt;
 }}&lt;br /&gt;
===Box of Riot Darts===&lt;br /&gt;
{{anchor|Box_of_Riot_Darts}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Ammo-riot darts&lt;br /&gt;
 |image = Foambox_riot.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 2 telecrystals.&lt;br /&gt;
 |usedfor = Ammo for the foam force [[#Toy_Gun_with_Riot_Darts|Toy Handgun]].&lt;br /&gt;
 |strategy = Order as extra ammo for the toy gun. Generally not a good idea as riot darts themselves are re-usable.&lt;br /&gt;
 |description = This is ammo for the [[#Toy_Gun_with_Riot_Darts|Toy Gun]]. Buy this if you cannot get it from a hacked autolathe, or reuse the ones you shot.&lt;br /&gt;
 }}&lt;br /&gt;
==Grenades and Explosives==&lt;br /&gt;
===Airlock Charge===&lt;br /&gt;
{{Item|foundin=Ordered via Syndicate Uplink, costs 4 telecrystals.|name=Airlock Charge|usedfor=Sabotaging Airlocks to Explode when Opened.|description=A small explosive device that can be used to sabotage airlocks to cause an explosion upon opening. To apply, remove the airlock&#039;s maintenance panel and place it within.|strategy=Use on a door that only your target would use. Hope they open it.|image=Door_charge.png|bgcolor1=#cccccc|bgcolor2=#cccccc}}&lt;br /&gt;
===Composition C-4===&lt;br /&gt;
{{anchor|Composition C-4}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = C-4&lt;br /&gt;
 |image = C4.gif&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 1 telecrystal.&lt;br /&gt;
 |usedfor = Blowing stuff up.&lt;br /&gt;
 |strategy = Stick it on things that need to blow up.&lt;br /&gt;
 |description = This pack of explosives can detonate and destroy almost anything it is placed on, after any chosen amount of seconds (the shortest being 10). C4 takes 3 seconds to set up, and requires you to be un-interrupted.&amp;lt;br&amp;gt; You can also attach a signaler to detonate instantly, among other things. Can be directly placed on mobs, but will only deal around 50 damage and not gib.&lt;br /&gt;
 }}&lt;br /&gt;
===Bag of C-4 Explosives===&lt;br /&gt;
{{anchor|Bag_of_C-4_Explosives}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Bag of C-4 Explosives&lt;br /&gt;
 |image = Duffle_syndie.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 8 telecrystals. (20% discount)&lt;br /&gt;
 |usedfor = Blowing lots of stuff up.&lt;br /&gt;
 |strategy = Stick it on things that need to blow up.&lt;br /&gt;
 |description = Contains 10 [[#C4|C4]] charges in a handy dufflebag, to use however you want. Activate in hand to set a timer. The timer will then start when you place the C4 on something. Placing C4 takes a few seconds (progress bar). &lt;br /&gt;
 }}&lt;br /&gt;
===Bag of X-4 Explosives===&lt;br /&gt;
{{anchor|Bag_of_X-4_Explosives}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Bag of X-4 Explosives&lt;br /&gt;
 |image = X4.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 4 telecrystals.&lt;br /&gt;
 |usedfor = Blowing stuff up.&lt;br /&gt;
 |strategy = Stick it on things that need to blow up.&lt;br /&gt;
 |description = Contains 3 X4 charges in a handy dufflebag, to use however you want. X4 is a more powerful version of [[#C4|C4]], and will also deal damage in a cone behind the target.&lt;br /&gt;
 }}&lt;br /&gt;
===EMP Kit===&lt;br /&gt;
{{anchor|EMP_Kit}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = EMP Kit&lt;br /&gt;
 |image = Syndibox.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 4 telecrystals. &lt;br /&gt;
 |usedfor = The disabling of technology, such as cameras, radios, etc.&lt;br /&gt;
 |strategy = Best used aggressively against technology, such as destroying an AI. If you wish to opt for a more stealthy approach, the [[#Cryptographic Sequencer|Cryptographic Sequencer]] and [[#EMP Flashlight|EMP Flashlight]] are usually better. Note that EMP grenades are the pretty much the only reliable way to stop an approaching cyborg from afar as a traitor, unless you have access to an [[Security_items#Ion_rifle|Ion rifle]].&lt;br /&gt;
 |contents = [[file:Emp grenade.png]]x6[[file:injector.png]]&lt;br /&gt;
 |description = These are weapons used for disabling electronics like the AI&#039;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.&amp;lt;br&amp;gt; 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.&amp;lt;br&amp;gt; If you EMP a group of sec officers before a fight, they&#039;ll be completely disarmed of stun weaponry (as of right now, emp will only drain about 20% of a stunbaton&#039;s total charge, though) aside from [[Security_items#Flash|Flashes]] and [[Security_items#Flashbang|Flashbangs]]. They also stun cyborgs for a good deal of time.&lt;br /&gt;
 }}&lt;br /&gt;
=== Exploding Rubber Duck===&lt;br /&gt;
{{anchor|Exploding_Rubber_Duck}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Exploding Rubber Duck&lt;br /&gt;
 |image = Rubberduck.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 4 telecrystal.&lt;br /&gt;
 |usedfor = Blowing stuff up.&lt;br /&gt;
 |strategy = Buy it as Clown and use it as ghetto banana peel. Die inevitably.&lt;br /&gt;
 |description = A seemingly innocent rubber duck. Click on floor tile to place. It arms with same speed as C-4 (3 seconds), and will violently explode when stepped on. Similar explosion to Syndicate Minibomb.&lt;br /&gt;
 }}&lt;br /&gt;
===High-Yield Exploding Rubber Duck===&lt;br /&gt;
{{anchor|High-Yield_Exploding_Rubber_Duck}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = High-Yield Exploding Rubber Duck&lt;br /&gt;
 |image = Rubberduck.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 10 telecrystal.&lt;br /&gt;
 |usedfor = Blowing stuff up.&lt;br /&gt;
 |strategy = BOOOOM!!!&lt;br /&gt;
 |description = A seemingly innocent rubber duck. Click on floor tile to place. It arms with same speed as C-4 (3 seconds), and will violently explode when stepped on. This one is armed like X4 and explosion radius is similar to meth grenade.&lt;br /&gt;
 }}&lt;br /&gt;
===Detomatix PDA Cartridge===&lt;br /&gt;
{{anchor|Detomatix_PDA_Cartridge}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Detomatix Cartridge&lt;br /&gt;
 |image = Pda cartrige.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 6 telecrystals. &lt;br /&gt;
 |usedfor = Making other&#039;s [[PDA]]s explode. &lt;br /&gt;
 |strategy = Use this to hurt your target from afar, or wait until you can see them, detonate their PDA, and then quickly kill them. &lt;br /&gt;
 |description = A cartridge for your [[PDA]]. When inserted, it will allow you to use the missile program to attempt to remotely detonate other people&#039;s [[PDA]]s in a kind of weak explosion (Still powerful enough to knock out people and destroy the victim&#039;s ID, though).&amp;lt;br&amp;gt; Your target [[PDA]] will need the messenger function turned on in order to attempt this, and you need to scan for other [[PDA]]s, then import the list.  Despite this it is a decent way of sowing panic aboard the station, or softening up a target for an assassination attempt.&amp;lt;br&amp;gt; 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.&amp;lt;br&amp;gt; For syndicates, this cartridge has the blast door toggle function for the [[Syndicate guide|syndicate shuttle]] as well, allowing you to open the door when the person with the military [[PDA]] has died horribly.&lt;br /&gt;
 }}&lt;br /&gt;
===Pizza Bomb===&lt;br /&gt;
{{anchor|Pizza_Bomb}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Pizza Bomb&lt;br /&gt;
 |image = Pizza_bomb.gif&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 3 telecrystals. &lt;br /&gt;
 |usedfor = Tasty bomb delivery.&lt;br /&gt;
 |strategy = This pizza box contains a bomb inside, a bit stronger than a [[#Syndicate_Minibomb|Syndicate Minibomb]]. To arm it, open the box, using the other hand take out the pizza, drop the pizza, use the box again with your empty hand to set the timer, put the pizza back in, close it. The next person to open it will trigger the bomb!&lt;br /&gt;
 |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!&lt;br /&gt;
 }}&lt;br /&gt;
===Slipocalypse Clusterbang===&lt;br /&gt;
{{anchor|Slipocalypse_Clusterbang}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Slipocalypse Clusterbang&lt;br /&gt;
 |image = Clusterbang.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 4 telecrystals.&lt;br /&gt;
 |usedfor = Making a large area slippery with soap.&lt;br /&gt;
 |strategy = Once used, it will split into several grenades, which in turn will spawn a bar of [[#Syndicate_Soap|Syndicate Soap]] each.&lt;br /&gt;
 |description = A traditional clusterbang grenade with a payload consisting entirely of Syndicate soap. Useful in any scenario!&lt;br /&gt;
 }}&lt;br /&gt;
===Syndicate Bomb===&lt;br /&gt;
{{anchor|Syndicate_Bomb}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Syndicate Bomb&lt;br /&gt;
 |image = Syndicate_Bomb.gif&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 12 telecrystals.&lt;br /&gt;
 |usedfor = Making really big holes.&lt;br /&gt;
 |strategy = Place somewhere safe, activate, and run. Make sure nobody defuses it. Protip: You can remove the payload (screwdriver, cut all wires, crowbar it out) and detonate it with [[#C4|C4]] for a quick bang. &lt;br /&gt;
 |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.&amp;lt;br&amp;gt; &lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Despite their cost, an expertly made tank bomb can still outdo the explosion caused by these.&lt;br /&gt;
 }}&lt;br /&gt;
===Syndicate Minibomb===&lt;br /&gt;
{{anchor|Syndicate_Minibomb}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Syndicate Minibomb&lt;br /&gt;
 |image = Syndicate_Minibomb.gif&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 5 telecrystals. &lt;br /&gt;
 |usedfor = Blowing shit up, making holes in the station.&lt;br /&gt;
 |strategy = Cook the grenade in your hand (for no longer than at most two seconds) and throw it at someone when they least expect it. Use it on crowds or downed targets.&lt;br /&gt;
 |description = The Minibomb is a grenade with a five-second fuse. It will cause a small explosion, but that explosion will still create holes to space. It can usually outright kill or even gib an unarmored target. Those wearing armor may survive. A messier and more costly alternative to using an [[Makeshift_weapons#IED|IED]] on a corpse.&lt;br /&gt;
 }}&lt;br /&gt;
===Explosive Flashbulb===&lt;br /&gt;
{{anchor|Explosive Flashbulb}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Explosive Flashbulb&lt;br /&gt;
 |image =Flashbulb.png &lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 1 telecrystal.&lt;br /&gt;
 |usedfor = Blowing oblivious crew up.&lt;br /&gt;
 |strategy = Use wirecutters on flash and install this thing.&lt;br /&gt;
 |description = A flashbulb stuffed with explosives that when used by an oblivious security officers, will cause a violent explosion. Strenght similar to Water/pot mixture, except it actually kills the user (unless they have bomb damage reduction).&lt;br /&gt;
 }}&lt;br /&gt;
==Stealth and Camouflage Items==&lt;br /&gt;
===Chameleon Kit===&lt;br /&gt;
{{anchor|Chameleon_Kit}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Chameleon Kit&lt;br /&gt;
 |image = Syndibox.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 2 telecrystals. &lt;br /&gt;
 |usedfor = A complete kit of clothing (jumpsuit, vest, shoes, gloves, mask, hat, PDA, gun, stamp and headset) capable of changing color and shape. Lightly armored. &lt;br /&gt;
 |strategy = Very useful for traitors who want to try a stealthy approach by disguising as a bunch of crewmembers.&lt;br /&gt;
 |description = Each part of the disguise kit gives a HUD button in the top-left corner to individually change each part. The shoes in this kit do not prevent slipping.&amp;lt;br&amp;gt; &lt;br /&gt;
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.&lt;br /&gt;
 }}&lt;br /&gt;
===No-Slip Chameleon Shoes===&lt;br /&gt;
{{anchor|No-Slip_Chameleon_Shoes}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = No-Slip Chameleon Shoes&lt;br /&gt;
 |image = Brshoe.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 3 telecrystals. &lt;br /&gt;
 |usedfor = Not slipping.&lt;br /&gt;
 |strategy = These can be bought separately from the chameleon kit if you don&#039;t need the rest.&lt;br /&gt;
 |description = Similar to the [[#Chameleon_Kit|Chameleon Kit]] these shoes have an action button to change shape, but unlike the chameleon shoes they also protect you from slips. &lt;br /&gt;
 }}&lt;br /&gt;
===Agent ID Card===&lt;br /&gt;
{{anchor|Agent_ID_Card}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Agent Identification Card&lt;br /&gt;
 |image = Id_regular.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 2 telecrystals. &lt;br /&gt;
 |usedfor = Concealing your identity and avoiding security/the AI.&lt;br /&gt;
 |strategy = Copy someone&#039;s name and access while being near invisible to the AI and security bots. Use in conjunction with a [[#Chameleon_Kit|Chameleon Kit]] or at least a mask.&lt;br /&gt;
 |description = This is a special ID card with multiple uses: &lt;br /&gt;
* The AI&#039;s camera eye can no longer track/jump to you and instead has to manually follow you.&lt;br /&gt;
* Having an agent card in your ID slot will reduce security bots&#039; threat assessment level by 2. This makes them ignore most offenses and even arrest warrants as long as you don&#039;t stack more than one offense.&lt;br /&gt;
* You can forge the card&#039;s name, assignment, account ID, and look. This works in combination with the chameleon kit&#039;s voice changer!&lt;br /&gt;
* Agent IDs copy the access of other ID cards they&#039;re used on. Lots of fun at the HoPline. Basic access is Maintenance and Syndicate. &lt;br /&gt;
* Forging for the first time will automatically assign your account ID to it.&lt;br /&gt;
}}&lt;br /&gt;
===Chameleon Projector===&lt;br /&gt;
{{anchor|Chameleon_Projector}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Chameleon Projector&lt;br /&gt;
 |image = Chameleon projector.gif&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 7 telecrystals. &lt;br /&gt;
 |usedfor = Hiding as an item on the station.&lt;br /&gt;
 |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&#039;t pick you up. Move only when nobody&#039;s looking.&lt;br /&gt;
 |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&#039;re not already holding, and if someone tries to pick you up the disguise fails and you change back to normal.&amp;lt;br&amp;gt; Incredibly useful, and a lot of fun, if you use it correctly. You cannot be detected by the AI when it is active.&amp;lt;br&amp;gt; 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&#039;re on or past that. This makes disguising as a cigarette butt very useful for making them waste all their shots.&lt;br /&gt;
 }}&lt;br /&gt;
===Camera Bug===&lt;br /&gt;
{{anchor|Camera_Bug}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Camera Bug&lt;br /&gt;
 |image = Camera_Bug.gif&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 1 telecrystal. &lt;br /&gt;
 |usedfor = Spying through cameras.&lt;br /&gt;
 |strategy = Can be used to know when people are in a certain area so you know when to detonate a bomb, or sneak through and steal something, or murder someone. Can also be used to remotely disable many cameras at the same time. &lt;br /&gt;
 |description = When activated in your hand, you will see a list of all active cameras on the station, for you to use to spy on people or areas as you please. You do not need to use the Camera Bug on cameras to be able to remotely view them. It can also track people. The Camera Bug used to be upgradable, but now has network, tracking, and sabotage upgrades by default and can not be further upgraded. Use the Camera Bug on a camera to bug it. Bugging a camera will allow you to remotely disable that camera through the &#039;tracking menu&#039;. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
===Smuggler&#039;s Satchel===&lt;br /&gt;
{{anchor|Smuggler&#039;s_Satchel}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Smuggler&#039;s Satchel&lt;br /&gt;
 |image = Smuggler.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 1 telecrystals, it can also be  found randomly hidden on station with contraband inside.&lt;br /&gt;
 |usedfor = Hiding items under floortiles.&lt;br /&gt;
 |strategy = Use it to stash contraband or bombs under the crew&#039;s feet.&lt;br /&gt;
 |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.&amp;lt;br&amp;gt; Satchel contents no longer persist between rounds, blame the guys who gave themselves traitor and wizard items every other round. &lt;br /&gt;
}}&lt;br /&gt;
===Stimpack===&lt;br /&gt;
{{anchor|Stimpack}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Stimpack&lt;br /&gt;
 |image = Stimulant_medipen.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 5 telecrystals. &lt;br /&gt;
 |usedfor = Speed and reducing stuns for a long time.&lt;br /&gt;
 |strategy = Use it on yourself before a fight with security.&lt;br /&gt;
 |description = This stimulant medipen comes loaded with 50u [[Guide_to_chemistry#Stimulants|Stimulants]], which will heavily increase your run speed, reduce stuns and give a small heal over time.&lt;br /&gt;
}}&lt;br /&gt;
===Syndicate Soap===&lt;br /&gt;
{{anchor|Syndicate_Soap}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = &amp;quot;Soap&amp;quot;&lt;br /&gt;
 |image = Synsoap.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 1 telecrystal. &lt;br /&gt;
 |usedfor = Cleaning things, and slipping people on it.&lt;br /&gt;
 |strategy = Can be used for a quick clean up if you lack space cleaner, so you&#039;re not covered in blood, or it can be used like a banana peel.&lt;br /&gt;
 |description = It&#039;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.&lt;br /&gt;
 }}&lt;br /&gt;
===Mulligan===&lt;br /&gt;
{{anchor|Mulligan}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Mulligan&lt;br /&gt;
 |image = Syringe.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 3 telecrystals. &lt;br /&gt;
 |usedfor = Changing identity.&lt;br /&gt;
 |strategy = Use it on yourself and find new clothes.&lt;br /&gt;
 |description = This syringe comes loaded with a [[Guide_to_chemistry#Mulligan Toxin|Mulligan Toxin]] that will randomize your appearance and identity, permanently.&lt;br /&gt;
}}&lt;br /&gt;
===EMP Flashlight===&lt;br /&gt;
{{anchor|EMP Flashlight}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Flashlight&lt;br /&gt;
 |image = flashlight.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 3 telecrystals. &lt;br /&gt;
 |usedfor = Disabling technology, such as cameras, radios, doors, cyborgs, etc. Can also be used to unlock lockers. &lt;br /&gt;
 |strategy = Best used stealthily against technology. For the traitor who prefers a more delicate touch. &lt;br /&gt;
 |description = Behaves in almost an exactly similar way to the EMP kit&#039;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.&amp;lt;br&amp;gt; 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.&lt;br /&gt;
 }}&lt;br /&gt;
===Adaptive Cardboard Cutouts===&lt;br /&gt;
{{anchor|Adaptive_Cardboard_Cutouts}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Adaptive Cardboard Cutouts&lt;br /&gt;
 |image = Syndibox.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 1 telecrystal. &lt;br /&gt;
 |usedfor = Making the crew believe in a nonexistant threat.&lt;br /&gt;
 |strategy = Place them somewhere, and disguise them as anything. &lt;br /&gt;
 |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.&lt;br /&gt;
 }}&lt;br /&gt;
===Decoy Nuclear Authentication Disk===&lt;br /&gt;
{{anchor|Decoy_Nuclear_Authentication_Disk}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Nuclear Authentication Disk&lt;br /&gt;
 |image = NuclearDisk.gif&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 1 telecrystal. &lt;br /&gt;
 |usedfor = Fooling the crew into thinking that the nuclear authentication disk is safe.&lt;br /&gt;
 |strategy = Leave it in the [[Captains Quarters]] and hope he doesn&#039;t examine it.&lt;br /&gt;
 |description = It&#039;s just a normal disk. Visually it&#039;s identical to the real deal, and only the [[Captain]] or nuclear operatives can identify it.&amp;lt;br&amp;gt;&lt;br /&gt;
Regular crew will find out by looking at the pinpointer or trying to put it in the nuke.&amp;lt;br&amp;gt;&lt;br /&gt;
Don&#039;t try to give this to &amp;lt;s&amp;gt;us&amp;lt;/s&amp;gt; the Syndicate to complete your objective, they know better!&lt;br /&gt;
 }}&lt;br /&gt;
===Chameleon Bangproof Headset===&lt;br /&gt;
{{Item|name=Chameleon Bangproof Headset|bgcolor1=#cccccc|bgcolor2=#cccccc|foundin=Ordered via syndicate uplink. Costs 2 telecrystals.|usedfor=Providing yourself protection from flashbangs.|strategy=Take the encryption keys out of current headset. Put into chameleon headset. Combine with Syndicate Encryption keys and disguise headset as the headset you normally have. Additionally combine with flash protection and ignore flash bangs.|description=A headset reinforced to protect the ears from flashbangs, enhanced with chameleon disguise technology.|image=Syndheadset.png}}&lt;br /&gt;
===Chameleon Flashproof Glasses===&lt;br /&gt;
{{Item|name=Chameleon Flashproof Glasses|image=Welding_Goggles.png|bgcolor1=#cccccc|bgcolor2=#cccccc|foundin=Ordered via syndicate uplink. Costs 2 telecrystals.|usedfor=Stopping yourself from being flashed.|strategy=Disguise as glasses of choice. Combine with bangproof headset, and ignore flashbangs.|description=A pair of glasses reinforced to protect the eyes from welding flashes, enhanced with chameleon disguise technology.}}&lt;br /&gt;
===Chameleon Combat Gloves===&lt;br /&gt;
{{Item|name=Chameleon Combat Gloves|image=CGloves.png|bgcolor1=#cccccc|bgcolor2=#cccccc|foundin=Ordered via syndicate uplink. Costs 1 telecrystal.|usedfor=Shock protection when hacking doors.|strategy=Disguise gloves as some sort of gloves which won&#039;t draw attention from greytiders. Hack doors without fear of being shocked.|description=A pair of gloves reinforced with fire and shock resistance, enhanced with chameleon disguise technology.}}&lt;br /&gt;
== Space Suits and Hardsuits==&lt;br /&gt;
===Syndicate Space Suit===&lt;br /&gt;
{{anchor|Syndicate_Space_Suit}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Syndicate Space Suit&lt;br /&gt;
 |image = Syndi_suit.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 3 telecrystals. &lt;br /&gt;
 |usedfor = Surviving space.&lt;br /&gt;
 |strategy = Wear it while going in space, store it in your backpack when you&#039;re done.&lt;br /&gt;
 |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. &amp;lt;br&amp;gt; Resistances: melee = 40, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30, fire = 80, acid = 85. &lt;br /&gt;
 }}&lt;br /&gt;
===Syndicate Hardsuit===&lt;br /&gt;
{{anchor|Syndicate_Hardsuit}}{{anchor|Blood-Red_Hardsuit}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Syndicate Hardsuit (Blood-red Hardsuit)&lt;br /&gt;
 |image = Syndi_hardsuit.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 7 telecrystals. &lt;br /&gt;
 |usedfor = Surviving space, tactical armor.&lt;br /&gt;
 |strategy = Wear it while going in space, store it in your backpack when you&#039;re done.&lt;br /&gt;
 |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&#039;t slow down movement, and fairly resistant armor, all while fitting in backpacks. &amp;lt;br&amp;gt; Resistances: melee = 40, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50, fire = 50, acid = 90. &lt;br /&gt;
 }}&lt;br /&gt;
==Devices and Tools==&lt;br /&gt;
===Cryptographic Sequencer===&lt;br /&gt;
{{anchor|Cryptographic_Sequencer}}{{anchor|Emag}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Cryptographic Sequencer&lt;br /&gt;
 |image = Emag.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 6 telecrystals. &lt;br /&gt;
 |usedfor = Gaining entrance to restricted areas or lockers, unlocking hidden features in machinery, bending cyborgs to your will.&lt;br /&gt;
 |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.&lt;br /&gt;
 |description = Also called an Emag (&#039;&#039;&#039;e&#039;&#039;&#039;lectro&#039;&#039;&#039;mag&#039;&#039;&#039;netic card), it allows you to quite literally open anything (and break it in the process) and can alter many many things on the station.&amp;lt;br&amp;gt; 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&#039;s day. Emagging something is different from [[Hacking]] something. &lt;br /&gt;
&lt;br /&gt;
[[Emag|See here for further info about what things can be hacked/opened by swiping them with an Emag.]]&lt;br /&gt;
 }}&lt;br /&gt;
===Fully Loaded Toolbox===&lt;br /&gt;
{{anchor|Fully_Loaded_Toolbox}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = &amp;quot;Suspicious Looking Toolbox&amp;quot;&lt;br /&gt;
 |image = Syndicatetools.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 1 telecrystal. There&#039;s also a couple found on the derelict space station.&lt;br /&gt;
 |usedfor = Obtaining tools and combat gloves. &lt;br /&gt;
 |strategy = Useful in a pinch if the AI has bolted you in somewhere and you have no other way to escape.&lt;br /&gt;
 |contents = [[File:Screwdriver tool.png|link=Screwdriver]] [[File:Wrench.png|link=Wrench]] [[File:Welder.png|link=Welding Tool]]&amp;lt;br&amp;gt; [[File:Crowbar.png|link=Crowbar]] [[File:Multitool.png|link=Multitool]] [[File:Wirecutters.png|link=Wirecutters]]&lt;br /&gt;
 |description = It&#039;s a suspicious looking toolbox, filled with ordinary tools. Except instead of an [[analyzer]], it comes with a [[multitool]] and [[Clothing_and_Accessories#Combat Gloves|combat gloves]]. It&#039;s also slightly more robust than a regular toolbox.&lt;br /&gt;
 }}&lt;br /&gt;
===Hypnotic Flash===&lt;br /&gt;
{{anchor|Hypnotic_Flash}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = &amp;quot;Flash&amp;quot;&lt;br /&gt;
 |image = Flash.gif&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 7 telecrystals.&lt;br /&gt;
 |usedfor = Hypnotizing people into following absurd orders.&lt;br /&gt;
 |strategy = This flash is capable of inflicting the [[Guide_to_Traumas#Severe|Hypnotic Stupor]] on vulnerable people.&amp;lt;br&amp;gt; As soon as they&#039;ve been flashed, they will be hypnotized by the first sentence they hear and gain an obsessive compulsion to obey it.&lt;br /&gt;
  |description = To be considered vulnerable, a player must not be implanted with a [[Security_items#Mindshield_Implant|Mindshield Implant]] and either be hallucinating, sleeping, at extremely low sanity or suffering from the [[Guide_to_Traumas#Mild|Dumbness trauma]]. Will trigger confusion, dizziness, drowzyness and pacify on both untargeted (use in hand) and targeted (click on sprite) flash, but needs targeted flash to hypnotize.&lt;br /&gt;
 }}&lt;br /&gt;
===Syndicate Surgery Duffelbag===&lt;br /&gt;
{{anchor|Syndicate_Surgery_Duffelbag}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Syndicate Surgery Duffelbag&lt;br /&gt;
 |image = Duffle_syndiemed.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 3 telecrystals.&lt;br /&gt;
 |usedfor = Surgery. &lt;br /&gt;
 |strategy = Use it to perform any kind of surgical crime.&lt;br /&gt;
 |contents = [[File:Hemostat.png|link=Hemostat]] [[File:Scalpel.png|link=Scalpel]] [[File:Retractor.png|link=Retractor]]&amp;lt;br&amp;gt; [[File:Cautery.png|link=Cautery]] [[File:Saw.png|link=Circular Saw]] [[File:Drill.png|link=Surgical Drill]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Drapes.png|link=Surgical Drapes]] [[File:Muzzle.png|link=Muzzle]] [[File:Straight_Jacket.png|link=Straightjacket]] [[File:MMI.png|link=Syndicate MMI]]&lt;br /&gt;
 |description = Contains all the possible tools for surgery; in addition, the MMI inside will automatically [[#Emag|Emag]] any cyborg it&#039;s inserted in.&lt;br /&gt;
 }}&lt;br /&gt;
===Chest Rig===&lt;br /&gt;
{{anchor|Chest_Rig}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Chest Rig&lt;br /&gt;
 |image = Chest rig.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 1 telecrystal.&lt;br /&gt;
 |usedfor = Storing combat equipment.&lt;br /&gt;
 |strategy = Use it to store many weapons when you intend to go loud.&lt;br /&gt;
 |description = A robust seven-slot set of webbing that is capable of holding all manner of tactical equipment.&lt;br /&gt;
 }}&lt;br /&gt;
===Syndicate Tome===&lt;br /&gt;
{{anchor|Syndicate_Tome}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Syndicate Tome&lt;br /&gt;
 |image = Syndicate_tome.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 3 telecrystals.&lt;br /&gt;
 |usedfor = Healing and harming. &lt;br /&gt;
 |strategy = Use it to heal other traitors you&#039;ve teamed up with.&lt;br /&gt;
 |description = A copy of the chaplain&#039;s bible that&#039;s usable by you. Won&#039;t bless water or rooms though.&lt;br /&gt;
 }}&lt;br /&gt;
=== Thermal Imaging Glasses===&lt;br /&gt;
{{anchor|Thermal_Imaging_Glasses}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Thermal Imaging Glasses&lt;br /&gt;
 |image = Optical_Thermal_Scanner.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 3 telecrystals.&lt;br /&gt;
 |usedfor = Seeing people, creatures, and synthetics through walls.&lt;br /&gt;
 |strategy = Used for tracking your targets and spotting threats or security ambushes.&lt;br /&gt;
 |description = When worn, this item allows you to see any human, alien, cyborg, and even AIs through walls. Can be disguised as any kind of glasses. Wearing this leaves you very vulnerable to [[Security_items#Flash|flashes]], [[Security_items#Flashbang|flashbangs]], and EMP. Using a welding tool with this on may cause you to go blind.&lt;br /&gt;
 }}&lt;br /&gt;
===Binary Translator Key===&lt;br /&gt;
{{anchor|Binary_Translator_Key}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Binary Translator Key&lt;br /&gt;
 |image = Binary_encryption.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 4 telecrystals.&lt;br /&gt;
 |usedfor = Communicating with the [[AI]] and [[Cyborg|Cyborgs]].&lt;br /&gt;
 |strategy = Eavesdropping on the AI&#039;s conversation with its cyborgs. Communicate with the AI after you&#039;ve subverted it.&lt;br /&gt;
 |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.&amp;lt;br&amp;gt; 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).&lt;br /&gt;
 }}&lt;br /&gt;
===Syndicate Encryption Key===&lt;br /&gt;
{{anchor|Syndicate_Encryption_Key}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Syndicate Encryption Key&lt;br /&gt;
 |image = Syndicate encryption.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 2 telecrystals.&lt;br /&gt;
 |usedfor = Listening in on all of the station&#039;s radio chatter and communicating with other traitors that have purchased it.&lt;br /&gt;
 |strategy = Eavesdrop on security. Communicate with other traitors for cooperative goodness.&lt;br /&gt;
 |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.&amp;lt;br&amp;gt; This tool will allow you to listen in on all of the station department&#039;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.&lt;br /&gt;
 }}&lt;br /&gt;
===Artificial Intelligence Detector===&lt;br /&gt;
{{anchor|Artificial_Intelligence_Detector}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = &amp;quot;Multitool&amp;quot;&lt;br /&gt;
 |image = Multitool.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 1 telecrystal.&lt;br /&gt;
 |usedfor = Knowing when the AI is watching you. Checking camera coverage and possible multicams.&lt;br /&gt;
 |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&#039;t looking.&lt;br /&gt;
 |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&#039;ll be yellow.&amp;lt;br&amp;gt; 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.&amp;lt;br&amp;gt; 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.&lt;br /&gt;
 }}&lt;br /&gt;
=== Hacked AI Upload Module===&lt;br /&gt;
{{anchor|Hacked_AI_Upload_Module}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Hacked AI Law Upload Module&lt;br /&gt;
 |image = Circuitboard.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 9 telecrystals.&lt;br /&gt;
 |usedfor = Changing the [[AI]]&#039;s laws to what you want.&lt;br /&gt;
 |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.&lt;br /&gt;
 |description = This is a more powerful version of the [[AI_modules#Standard_AI_Modules|Freeform]] AI Module. It allows you to upload Hacked laws onto the AI from any AI Upload Console. Unlike Freeform, the name of the person who uploaded it is not revealed to the AI.&amp;lt;br&amp;gt; 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.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Power Sink===&lt;br /&gt;
{{anchor|Power_Sink}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Power Sink&lt;br /&gt;
 |image = Powersink.gif&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 10 telecrystals. &lt;br /&gt;
 |usedfor = Sucks up all the station power, causing a black-out.&lt;br /&gt;
 |strategy = This will suck up all the station&#039;s power very quickly. Use it on the main station&#039;s power grid to suck it. Don&#039;t place it on solars, as it will only suck out the solar&#039;s power.&lt;br /&gt;
 |description = This bad boy is a station engineers and AI&#039;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 &#039;&#039;&#039;RAPID&#039;&#039;&#039; rate.&amp;lt;br&amp;gt; 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!&lt;br /&gt;
 }}&lt;br /&gt;
===Power Beacon===&lt;br /&gt;
{{anchor|Power_Beacon}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = &amp;quot;Ominous Beacon&amp;quot;&lt;br /&gt;
 |image = Beacon.gif&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 10 telecrystals.&lt;br /&gt;
 |usedfor = Attracting a loose singularity/tesla towards the beacon at a &amp;lt;s&amp;gt;brisk&amp;lt;/s&amp;gt; leisurly pace. Barely seen anymore since the introduction of the Supermatter engine.&lt;br /&gt;
 |strategy = Set it up in a secluded location, then release the singularity. Excellent for forcing a shuttle call and succeeding in escape alone objectives.&lt;br /&gt;
 |description = Placed like a powersink, screwdriver to secure it on an exposed wire node (at least 15,000 watts) and use an open hand to turn it on; the singularity beacon will attract the singularity/tesla towards it, if it is loose.&amp;lt;br&amp;gt; &lt;br /&gt;
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.&amp;lt;br&amp;gt; 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. &lt;br /&gt;
 }}&lt;br /&gt;
===Briefcase Launchpad===&lt;br /&gt;
{{anchor|Briefcase_Launchpad}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Briefcase Launchpad&lt;br /&gt;
 |image = Briefcase_launchpad.gif&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 5 telecrystals.&lt;br /&gt;
 |usedfor = Breaking into secure areas, theft, kidnapping, teleporting bombs.&lt;br /&gt;
 |strategy = Set it up near a wall to a secure area, teleport over it, teleport back.&lt;br /&gt;
 |description = A briefcase containing a miniature launchpad, able to teleport objects and mobs up to 8 tiles away and back in any direction. It&#039;s controlled via a remote disguised as a folder, allowing the user to use it in reverse when escaping.&lt;br /&gt;
&lt;br /&gt;
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&#039;re done, click and drag the briefcase and drop it to your character&#039;s sprite.&lt;br /&gt;
 }}&lt;br /&gt;
===Radioactive Microlaser===&lt;br /&gt;
{{anchor|Radioactive_Microlaser}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = &#039;Health Analyzer&#039;&lt;br /&gt;
 |image = Healthanalyzer.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 3 telecrystals.&lt;br /&gt;
 |usedfor = Stealthily irradiating people.&lt;br /&gt;
 |strategy = Use it on someone, wait for the radiations to kick in and knock them out.&lt;br /&gt;
 |description = A radioactive microlaser disguised as a standard Nanotrasen health analyzer. When used, it emits a powerful burst of radiation, which, after a short delay, can incapacitate all but the most protected of humanoids.&amp;lt;br&amp;gt; It has two settings: intensity, which controls the power of the radiation, and wavelength, which controls how long the radiation delay is.&lt;br /&gt;
 }}&lt;br /&gt;
===Radio Jammer===&lt;br /&gt;
{{anchor|Radio_Jammer}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Radio Jammer&lt;br /&gt;
 |image = radio_jammer.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 3 telecrystals.&lt;br /&gt;
 |usedfor = Disrupting any nearby outgoing radio communication.&lt;br /&gt;
 |strategy = Activate it before killing someone so they can&#039;t scream over radio.&lt;br /&gt;
 |description = This device will block any nearby outgoing radio communication when activated. Activate it and put it in your pocket or backpack.&lt;br /&gt;
 }}&lt;br /&gt;
===Codespeak Manual===&lt;br /&gt;
{{anchor|Codespeak_Manual}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Codespeak Manual&lt;br /&gt;
 |image = red_book.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 2 telecrystals.&lt;br /&gt;
 |usedfor = Learning Codespeak, the language of the Syndicate. Now has unlimited uses.&lt;br /&gt;
 |strategy = Read it or hit fellow Syndicate agents with it. Useful in case crew gains access to the Syndicate comms channel.&lt;br /&gt;
 |description = Syndicate agents can be trained to use a series of codewords to convey complex information, which sounds like random concepts and drinks to anyone listening.&amp;lt;br&amp;gt; This manual teaches you, or anyone hit by it Codespeak. Unlimited uses. Use ,t before saying something to speak in Codespeak.&lt;br /&gt;
 }}&lt;br /&gt;
===F.R.A.M.E. PDA Cartridge===&lt;br /&gt;
{{anchor|F.R.A.M.E._PDA_Cartridge}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = F.R.A.M.E Cartridge&lt;br /&gt;
 |image = Pda_cartrige.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 4 telecrystals.&lt;br /&gt;
 |usedfor = Making someone elses PDA a fake Syndicate Uplink.&lt;br /&gt;
 |strategy = Use it to frame someone as a traitor or to send them Telecrystals.&lt;br /&gt;
 |description = It has five charges, and upon using a charge, it will unlock the target&#039;s PDA to a Syndicate Uplink with zero TC. You will also receive the code needed to unlock the PDA.&amp;lt;br&amp;gt; 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.&lt;br /&gt;
 }}&lt;br /&gt;
===Protocol CRAB-17 Phone===&lt;br /&gt;
{{anchor|Protocol CRAB-17 Phone}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Protocol CRAB-17 Phone (The suspicious phone)&lt;br /&gt;
 |image = Crab_phone.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 8 telecrystals. Only 1 in stock. &lt;br /&gt;
 |usedfor = Draining crew funds. &lt;br /&gt;
 |strategy = Use it to force the crew to convert their money into cash or rush a spacecoin market. &lt;br /&gt;
 |description = This device lets you launch another device that drains the funds of all crewmembers to your bank account. When used, the phone will start draining the crew&#039;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.&lt;br /&gt;
 }}&lt;br /&gt;
===Experimental Syndicate Teleporter===&lt;br /&gt;
{{anchor|Syndicate Teleporter}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Experimental Syndicate Teleporter&lt;br /&gt;
 |image = syndi_tele.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 8 telecrystals.&lt;br /&gt;
 |usedfor = Teleporting into rooms you don&#039;t have access to.&lt;br /&gt;
 |strategy = Use it to get around quickly and escape dangerous situations.&lt;br /&gt;
 |description = A prototype syndicate teleporter with lethal consequences for failure. When used, it teleports you 4-8 tiles in the direction you are facing. If the destination is a wall, the teleporter will try an emergency parallel teleport up to three tiles from the wall. &#039;&#039;&#039;If this emergency teleport fails to find an open tile to move the operator, you will teleport into the wall and die.&#039;&#039;&#039; The teleporter is suspectible to EMPs, and using it while wearing a bag of holding will prevent your emergency teleport from activating. Teleporting onto people will harm and stun then briefly, excellent for getting a surprise attack on an unsuspecting victim. The teleporter has a maximum of 4 charges, and will recharge one every 20 seconds.&lt;br /&gt;
 }}&lt;br /&gt;
==Implants==&lt;br /&gt;
===Adrenal Implant===&lt;br /&gt;
{{anchor|Adrenal_Implant}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Adrenal Implant&lt;br /&gt;
 |image = Injector.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 8 telecrystals.&lt;br /&gt;
 |usedfor = Removing stuns, healing.&lt;br /&gt;
 |strategy = Surprise arresting officers by popping right back up after being tased. Proceed to murder shocked arresting officers.&lt;br /&gt;
 |description = &#039;&#039;&#039;20+ players only&#039;&#039;&#039;&amp;lt;br&amp;gt; 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.&lt;br /&gt;
}}&lt;br /&gt;
===Freedom Implant===&lt;br /&gt;
{{anchor|Freedom_Implant}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Freedom Implant&lt;br /&gt;
 |image = Injector.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 4 telecrystals.&lt;br /&gt;
 |usedfor = Escaping an arrest.&lt;br /&gt;
 |strategy = Instantly uncuffing yourself so you can make your escape/kill the arresting officer.&lt;br /&gt;
 |description = If you inject yourself with the implanter inside, you can instantly get out of [[Security_items#Handcuffs|Handcuffs]] 4 times. This can be quite useful for a traitor, but it&#039;s nigh useless for the syndicate during nuke operations because most people just kill them on sight.&amp;lt;br&amp;gt; Be wary that if security figure out you can break out of handcuffs, they&#039;ll typically opt to execute you instead of arresting you. &lt;br /&gt;
 }}&lt;br /&gt;
===Storage Implant===&lt;br /&gt;
{{anchor|Storage_Implant}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Storage Implant&lt;br /&gt;
 |image = Injector.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 7 telecrystals.&lt;br /&gt;
 |usedfor = Storing suspicious items.&lt;br /&gt;
 |strategy = Use it to keep contraband, so it can&#039;t be discovered by a random search.&lt;br /&gt;
 |description = If you inject yourself with the implanter inside, you&#039;ll gain an action button that reveals a two item storage space, that can&#039;t be detected without [[Surgery]].&lt;br /&gt;
 }}&lt;br /&gt;
===Radio Implant===&lt;br /&gt;
{{anchor|Radio_Implant}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Internal Syndicate Radio Implant&lt;br /&gt;
 |image = Injector.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 4 telecrystals.&lt;br /&gt;
 |usedfor = Covert communication.&lt;br /&gt;
 |strategy = Chat with fellow syndicate members even after having your headset removed.&lt;br /&gt;
 |description = This implants you with a hidden radio that can access the common and syndicate channels. Similar to a station-bounced radio, you can disable it to avoid suspicion.&amp;lt;br&amp;gt; EMP-proof, but can&#039;t be modified with encryption keys. &lt;br /&gt;
}}&lt;br /&gt;
===Stealth Implant===&lt;br /&gt;
{{anchor|Stealth_Implant}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Stealth Implant&lt;br /&gt;
 |image = Cardboard_box.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 7 telecrystals.&lt;br /&gt;
 |usedfor = Cardboard powered stealth action.&lt;br /&gt;
 |strategy = Sneak around the station inside an invisible cardboard box.&lt;br /&gt;
 |description = This implant allows you to deploy inside a box that promptly turns invisible. If the box collides with a living being or vice versa, it will be temporarily revealed, pushing against the box will continue revealing it.&lt;br /&gt;
}}&lt;br /&gt;
===Uplink Implant===&lt;br /&gt;
{{anchor|Uplink_Implant}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Uplink Implant&lt;br /&gt;
 |image = Injector.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 3 telecrystals.&lt;br /&gt;
 |usedfor = Spawning syndicate items without using your hands or PDA.&lt;br /&gt;
 |strategy = Useful if you want to try completing your objective without any syndicate items. Use it in the case you get [[Prison_Wing|Permabrigged]].&lt;br /&gt;
 |description = An implant injected into the body, and later activated at the user&#039;s will. Has no telecrystals and must be charged by the use of physical telecrystals. &amp;lt;br&amp;gt;Undetectable (except via surgery), and excellent for escaping confinement.&lt;br /&gt;
 }}&lt;br /&gt;
==Role Restricted==&lt;br /&gt;
===Reverse Revolver===&lt;br /&gt;
{{anchor|Reverse_Revolver}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Reverse Revolver&lt;br /&gt;
 |image = Revolver.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 13 telecrystals. Only available to the [[Clown]].&lt;br /&gt;
 |usedfor = Shooting people or tricking them into killing themselves. &lt;br /&gt;
 |strategy = shoot at people with it, have people shoot at you with it!&lt;br /&gt;
 |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.&amp;lt;br&amp;gt; People can prove hard to convince it&#039;s the real deal, especially metagamers that see a clown with a gun and know what&#039;s up. Advanced pranking would involve other traitors&#039; revolvers.&lt;br /&gt;
 }}&lt;br /&gt;
===Tae-clown-do shoes===&lt;br /&gt;
{{anchor|Clown_shoes}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Tae-clown-do shoes&lt;br /&gt;
 |image = Clshoe.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 12 telecrystals. Only available to the [[Clown]].&lt;br /&gt;
 |usedfor = Infinite Pies, Huge air horn pranks and stuffing people into pies. &lt;br /&gt;
 |strategy = Pie your fellows, Honk them into oblivion and put them in your special pie. HONK!. &lt;br /&gt;
 |description = A pair of shoes for the most elite agents of the honkmotherland. &amp;lt;br&amp;gt; They grant the mastery of taeclowndo with some honk-fu moves as long as they&#039;re worn.&lt;br /&gt;
 }}&lt;br /&gt;
===Clown Bomb===&lt;br /&gt;
{{anchor|Clown_Bomb}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Clown Bomb&lt;br /&gt;
 |image = Syndicate_Bomb.gif&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 10 telecrystals. Only available to the [[Clown]].&lt;br /&gt;
 |usedfor = Mass pranking. &lt;br /&gt;
 |strategy = Place this in a department that REALLY needs to cheer up. &lt;br /&gt;
 |description = You know what&#039;s the only thing worse than a bomb?&amp;lt;br&amp;gt; &lt;br /&gt;
A bomb that releases fifty clowns. It even honks instead of beeping.&lt;br /&gt;
 }}&lt;br /&gt;
===Reverse Bear Trap===&lt;br /&gt;
{{anchor|Reverse_Bear_Trap}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Reverse Bear Trap&lt;br /&gt;
 |image = Reversebeartrap.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 4 telecrystals. Only available to the [[Clown]].&lt;br /&gt;
 |usedfor = Executing someone in a very spectacular, gruesome fashion.&lt;br /&gt;
 |strategy = Attack someone with it and keep them still for 3 seconds. &lt;br /&gt;
 |description = An ingenious execution device worn on (or forced onto) the head. Arming it starts a 1-minute kitchen timer mounted on the bear trap. When it goes off, the trap&#039;s jaws will violently open, instantly killing anyone wearing it by tearing their jaws in half.&amp;lt;br&amp;gt;&lt;br /&gt;
To arm, attack someone with it while they&#039;re not wearing headgear, and you will force it onto their head after three seconds uninterrupted.&amp;lt;br&amp;gt;&lt;br /&gt;
The victim can attempt to disarm it. Each disarm attempt makes them a little more likely to succeed.&lt;br /&gt;
 }}&lt;br /&gt;
===Australicus Slime Mutator ===&lt;br /&gt;
{{anchor|Australicus Slime Mutator}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Australicus Slime Mutator&lt;br /&gt;
 |image = Syringe.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 10 telecrystals. Only available to [[Roboticist|Roboticists]], [[Scientist|Scientists]] and the [[Research Director]].&lt;br /&gt;
 |usedfor = Causing a spider apocalypse. &lt;br /&gt;
 |strategy = Inject this into an unused [[Guide_to_xenobiology#Gold_Slime|gold slime extract]]. &lt;br /&gt;
 |description = Requires knowledge in [[Guide_to_xenobiology|xenobiology]] to use properly. Buying this gives you a syringe containing 1u Spider Extract. When this substance is injected into an unused [[Guide_to_xenobiology#Gold_Slime|gold slime extract]] it spawns three non-hostile and non-sentient [[Spider#Uncommon_Spiders|broodmother spiders]]. These won&#039;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). &lt;br /&gt;
 }}&lt;br /&gt;
===Clown Car===&lt;br /&gt;
{{anchor|Clown_Car}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Clown Car&lt;br /&gt;
 |image = Clowncar.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 20 telecrystals. Only available to the [[Clown]].&lt;br /&gt;
 |usedfor = High-octane multi-seat pranking action.&lt;br /&gt;
 |strategy = Run people over, stuff them in your trunk. Henk!&lt;br /&gt;
 |description = The clown car lets you run people over and stuff them inside your trunk. They&#039;re unable to escape unless you crash into a wall, which will fling you and any passengers outside!&amp;lt;br&amp;gt; &lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Only clowns can drive this.&lt;br /&gt;
 }}&lt;br /&gt;
===EZ clean bundle===&lt;br /&gt;
{{anchor|EZ_clean_bundle}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = EZ clean bundle&lt;br /&gt;
 |image = Grenade.png &lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 6 telecrystals. Only available to the [[Janitor]].&lt;br /&gt;
 |usedfor = Cleaning every &amp;quot;stain&amp;quot; with maximum prejudice. &lt;br /&gt;
 |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.&lt;br /&gt;
 |description = This bundle of 3 illegal cleaning grenades from Waffle Co. have a generous serving of trademark reagent &amp;quot;ez clean&amp;quot;, guaranteed to strip away any organic stain. Highly effective in littered, dirty, crowded hallways.&lt;br /&gt;
 }}&lt;br /&gt;
===His Grace===&lt;br /&gt;
{{anchor|His_Grace}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = His Grace&lt;br /&gt;
 |image = His Grace.gif&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 20 telecrystals. Only available to the [[Chaplain]].&lt;br /&gt;
 |usedfor = &#039;&#039;Caedite eos. Novit enim Dominus qui sunt eius.&#039;&#039;&lt;br /&gt;
 |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.&lt;br /&gt;
 |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. &amp;lt;br&amp;gt;It starts peckish, giving just a moderate damage buff. &amp;lt;br&amp;gt;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. &amp;lt;br&amp;gt; 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. &#039;&#039;&#039;GET-FOOD&#039;&#039;&#039;.&amp;lt;br&amp;gt; &#039;&#039;&#039;STARVING: NOW YOU DID IT&#039;&#039;&#039;. 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-&lt;br /&gt;
&#039;&#039;&#039;DEATH&#039;&#039;&#039;: 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.&amp;lt;br&amp;gt; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;ASCENSION&#039;&#039;&#039;: 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.&lt;br /&gt;
 }}&lt;br /&gt;
===Cult construction kit===&lt;br /&gt;
{{anchor|Cult_construction_kit}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Cult construction kit&lt;br /&gt;
 |image = Syndibox.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 20 telecrystals. Only available to the [[Chaplain]].&lt;br /&gt;
 |usedfor = Creating an army of servant constructs. &lt;br /&gt;
 |strategy = Go to mourge and recover some souls from the bodies. Deploy your shell and make an artificier or two. print more soulstones and shells and recover more souls to make more constructs.&lt;br /&gt;
 |description = Recovered from an abandoned Nar&#039;sie cult lair two construct shells and a stash of empty soulstones was found. &amp;lt;br&amp;gt; These were purified to prevent occult contamination and have been put in a belt so they may be used as an accessible source of disposable minions. &amp;lt;br&amp;gt; The construct shells have been packaged into two beacons for rapid and portable deployment.&lt;br /&gt;
 }}&lt;br /&gt;
===Haunted Magic Eightball===&lt;br /&gt;
{{anchor|Haunted_Magic_Eightball}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Haunted Magic Eightball&lt;br /&gt;
 |image = eightball.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 2 telecrystals. Only available to the [[Curator]].&lt;br /&gt;
 |usedfor = Communicating with [[Ghost|Ghosts]]. &lt;br /&gt;
 |strategy = Help your decision making by asking ghost players &amp;quot;yes or no&amp;quot; questions. &lt;br /&gt;
 |description = Just like the toy version, this eightball has a pool of twenty answers. The toy version just picks them randomly, while this haunted version polls all the ghosts and then picks the most popular answer selected by them. To use, it must be shaken for 15 seconds after you&#039;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&#039;s uncertain wether they will help you or not. Has a limited stock of 1 item. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; The twenty possible answers are the following: &amp;lt;br&amp;gt;&#039;&#039;&#039;&amp;quot;It is certain&amp;quot;, &amp;quot;It is decidedly so&amp;quot;, &amp;quot;Without a doubt&amp;quot;, &amp;quot;Yes definitely&amp;quot;, &amp;quot;You may rely on it&amp;quot;, &amp;quot;As I see it, yes&amp;quot;, &amp;quot;Most likely&amp;quot;, &amp;quot;Outlook good&amp;quot;, &amp;quot;Yes&amp;quot;, &amp;quot;Signs point to yes&amp;quot;, &amp;quot;Reply hazy try again&amp;quot;, &amp;quot;Ask again later&amp;quot;, &amp;quot;Better not tell you now&amp;quot;, &amp;quot;Cannot predict now&amp;quot;, &amp;quot;Concentrate and ask again&amp;quot;, &amp;quot;Don&#039;t count on it&amp;quot;, &amp;quot;My reply is no&amp;quot;, &amp;quot;My sources say no&amp;quot;, &amp;quot;Outlook not so good&amp;quot; &#039;&#039;&#039;and&#039;&#039;&#039; &amp;quot;Very doubtful&amp;quot;&#039;&#039;&#039;. &lt;br /&gt;
 }}&lt;br /&gt;
===Ancient Jumpsuit===&lt;br /&gt;
{{anchor|Ancient_Jumpsuit}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Ancient Jumpsuit&lt;br /&gt;
 |image = grey_jumpsuit.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 20 telecrystals. Only available to [[Assistant]]s.&lt;br /&gt;
 |usedfor = Show you are a seasoned greytider. &lt;br /&gt;
 |strategy = Waste all of your credits to show how superior you are. &lt;br /&gt;
 |description = An old smelly grey jumpsuit, this item provides no benefit or disadvantage other than bragging rights. &lt;br /&gt;
 }}&lt;br /&gt;
===Ancient Toolbox===&lt;br /&gt;
{{anchor|Toolbox}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Ancient Toolbox&lt;br /&gt;
 |image = Testbox.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 2 telecrystals. Only available to [[Assistant]]s.&lt;br /&gt;
 |usedfor = Bashing heads in and everything tool-related.&lt;br /&gt;
 |strategy = Bash people, bash windows, hacking doors, increase its damage with telecrystals.&lt;br /&gt;
 |contents = [[File:Screwdriver tool.png|link=Screwdriver]] [[File:Wrench.png|link=Wrench]] [[File:Welder.png|link=Welding Tool]]&amp;lt;br&amp;gt; [[File:Crowbar.png|link=Crowbar]] [[File:Multitool.png|link=Multitool]] [[File:Wirecutters.png|link=Wirecutters]] [[File:IGloves.png|link=Insulated_Gloves]]&lt;br /&gt;
 |description = A toolbox specially preserved and modified for your robusting needs, comes with regular tools, not syndicate ones, thus the tools are not special, however it comes with [[Insulated Gloves]], to top it off it increases in brute the more telecrystals you have inside it! Does not come with a [[analyzer]].&lt;br /&gt;
}}&lt;br /&gt;
===Modified Syringe Gun===&lt;br /&gt;
{{anchor|Modified_Syringe_Gun}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Modified Syringe Gun&lt;br /&gt;
 |image = Sgun.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 14 telecrystals. Only available to the [[Geneticist]] and the [[Chief Medical Officer]].&lt;br /&gt;
 |usedfor = Instantly injecting someone with DNA from a distance.&lt;br /&gt;
 |strategy = Shoot someone with a mutator with a bad disability. &lt;br /&gt;
 |description = A syringe gun that fires DNA injectors instead of normal syringes.&lt;br /&gt;
 }}&lt;br /&gt;
===Banana Cream Pie Cannon===&lt;br /&gt;
{{anchor|Banana_Cream_Pie_Cannon}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Banana Cream Pie Cannon&lt;br /&gt;
 |image = Pie_cannon.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 10 telecrystals. Only available to the [[Clown]].&lt;br /&gt;
 |usedfor = Shooting pies into people&#039;s faces. &lt;br /&gt;
 |strategy = Shoot people in the face with it and then finish them off by other means. &lt;br /&gt;
 |description = A special pie cannon for a special clown. This gadget can hold up to 20 pies and automatically fabricates one every two seconds. &lt;br /&gt;
 }}&lt;br /&gt;
===Magillitis Serum Autoinjector===&lt;br /&gt;
{{anchor|Magillitis_Serum_Autoinjector}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = experimental autoinjector&lt;br /&gt;
 |image = Bottle16.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 15 telecrystals. Only available to the [[Geneticist]] and the [[Chief Medical Officer]].&lt;br /&gt;
 |usedfor = Going apeshit.&lt;br /&gt;
 |strategy = Use this on yourself and start smashing things.&lt;br /&gt;
 |description = Contains a [[Guide_to_chemistry#Magillitis|chemical]] that turns you into a fast, tough gorilla after a short while.&lt;br /&gt;
 }}&lt;br /&gt;
===Box of Gorilla Cubes===&lt;br /&gt;
{{anchor|Box of Gorilla Cubes}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Box of Gorilla Cubes&lt;br /&gt;
 |image = Monkey_Cube_Box.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 6 telecrystals. Only available to the [[Geneticist]] and the [[Chief Medical Officer]].&lt;br /&gt;
 |usedfor = Spreading mayhem, raising a sentient gorilla army.&lt;br /&gt;
 |strategy = These are similar to [[Research_items#Monkey_Cube|monkey cubes]], but will release angry gorillas when rehydrated. Especially fun when combined with sentience potions! &lt;br /&gt;
 |description = A box with three Waffle Co. brand gorilla cubes. Expose them to water and watch the mayhem from a safe distance.&lt;br /&gt;
 }}&lt;br /&gt;
===Kinetic Accelerator Pressure Mod===&lt;br /&gt;
{{anchor|Kinetic_Accelerator_Pressure_Mod}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Kinetic Accelerator Pressure Mod&lt;br /&gt;
 |image = modkit.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 5 telecrystals. Only available to the [[Shaft Miner]]. Only 2 in stock.&lt;br /&gt;
 |usedfor = Making your Kinetic Accelerator a weapon for use on the station.&lt;br /&gt;
 |strategy = Use this to make your Kinetic Accelerator a powerful weapon in pressurized environments like on the station.&lt;br /&gt;
 |description = A modification kit which allows Kinetic Accelerators to do greatly increased damage while indoors. Occupies 35% mod capacity. Use 2 for full damage.&lt;br /&gt;
 }}&lt;br /&gt;
===Guide to Advanced Mimery Series===&lt;br /&gt;
{{anchor|Guide_to_Advanced_Mimery_Series}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Guide to Advanced Mimery Series Part 1 &amp;amp; 2&lt;br /&gt;
 |image = Syndibox.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 11 telecrystals. Only available to the [[Mime]].&lt;br /&gt;
 |usedfor = Shooting bullets out of your fingers. Making invisible 3x1 walls.&lt;br /&gt;
 |strategy = Killing someone with your fingers or putting up a wall to escape your pursuers.&lt;br /&gt;
 |contents = [[file:advanced mimery.png]] [[file: advanced mimery.png]]&lt;br /&gt;
 |description = The classical two part series on how to further hone your mime skills. Upon studying the series, the user should be able to make 3x1 invisible walls, and shoot bullets out of their fingers.&lt;br /&gt;
 }}&lt;br /&gt;
===Explosive Hot Potato===&lt;br /&gt;
{{anchor|Explosive_Hot_Potato}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Explosive Hot Potato&lt;br /&gt;
 |image = Potato.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 3 telecrystals. Only available to [[Cook|Cooks]], [[Botanist|Botanists]], the [[Clown]] and the [[Mime]].&lt;br /&gt;
 |usedfor = Causing mass panic and small explosions.&lt;br /&gt;
 |strategy = Activate and hit someone to transfer it to them, and watch the madness!&lt;br /&gt;
 |description = When used inhand, a special mechanism activates preventing it from being dropped, and a timer starts. The potato can only be transferred away from you by hitting another being with it, and when the timer expires it explodes.&lt;br /&gt;
 }}&lt;br /&gt;
===Energy chainsaw===&lt;br /&gt;
{{anchor|Energy_chainsaw}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Energy chainsaw&lt;br /&gt;
 |image = echainsaw_on.gif&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 10 telecrystals. Only available to [[Cook|Cooks]], [[Botanist|Botanists]] and [[Bartender|Bartenders]].&lt;br /&gt;
 |usedfor = RIP AND TEAR.&lt;br /&gt;
 |strategy = Activate and Use to communicate your desire for bloodshed. Remember to reactivate on pickup.&lt;br /&gt;
 |description = An incredibly deadly modified chainsaw with plasma-based energy blades instead of metal and a slick black-and-red finish. &amp;lt;br&amp;gt; While it rips apart matter with extreme efficiency, it is heavy, large, and monstrously loud.&lt;br /&gt;
 }}&lt;br /&gt;
===Brainwashing Surgery Program===&lt;br /&gt;
{{anchor|Brainwashing_Surgery_Program}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Brainwashing Surgery Program&lt;br /&gt;
 |image = Disk.gif&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 5 telecrystals.&lt;br /&gt;
 |usedfor = Turning people into mindslaves through surgery. &lt;br /&gt;
 |strategy = Brainwash people, preferably authority figures, to fulfill your will. &lt;br /&gt;
 |description = A disk containing the procedure to perform a brainwashing surgery, allowing you to implant a primary objective onto a target which he/she must obey. Insert into an Operating Console to enable the procedure.&lt;br /&gt;
 }}&lt;br /&gt;
===Reagent Dartgun===&lt;br /&gt;
{{anchor|Reagent_Dartgun}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Reagent Dartgun&lt;br /&gt;
 |image = Regeantdartgun.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 12 telecrystals. Only available to the [[Chemist]] and the [[Chief Medical Officer]].&lt;br /&gt;
 |usedfor = Shooting chemicals without reloading syringes.&lt;br /&gt;
 |strategy = Use it as you would a normal syringe gun; the only difference is that it holds up to 4 syringes that it produces automatically.&lt;br /&gt;
 |description = This special dartgun produces 4 syringes every 25 seconds and draws from an internal 100u chemical tank.&lt;br /&gt;
 }}&lt;br /&gt;
===Blast Cannon===&lt;br /&gt;
{{anchor|Blast Cannon}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Blast Cannon&lt;br /&gt;
 |image = Loaded_blastcannon.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 14 telecrystals. Only available to [[Scientist|Scientists]] and the [[Research Director]].&lt;br /&gt;
 |usedfor = Firing your own immovable rod, sniping AIs from across Z-levels.&lt;br /&gt;
 |strategy = Load it with a TTV bomb and delete everything in a straight line.&lt;br /&gt;
 |description = This unassuming piece of hardware can load TTVs and will launch a projectile in a straight line, until it gets stopped by a wall. Wall penetration power is determined by the bomb&#039;s theoretical explosion size.&amp;lt;br&amp;gt; Projectiles fly across Z-levels, which is very fun with looping Z-levels, or even just for sniping AIs across space.&lt;br /&gt;
 }}&lt;br /&gt;
===Concealed Weapon Bay===&lt;br /&gt;
{{anchor|Concealed Weapon Bay}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Concealed Weapon Bay&lt;br /&gt;
 |image = Mecha_weapon_bay.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 3 telecrystals. Only available to [[Roboticist|Roboticists]] and the [[Research Director]].&lt;br /&gt;
 |usedfor = Hiding a weapon in a non-combat [[Guide_to_robotics#Exosuits|Exosuit]]&lt;br /&gt;
 |strategy = Use on a finished [[Guide_to_robotics#Exosuits|Exosuit]]. Then do the same with a [[Guide_to_robotics#Exosuit_Weapons|mech-weapon]] of choice. &lt;br /&gt;
 |description = &lt;br /&gt;
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). &lt;br /&gt;
 }}&lt;br /&gt;
==(Pointless) Badassery==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Syndicate Playing Cards===&lt;br /&gt;
{{anchor|Syndicate_Playing_Cards}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Syndicate Playing Cards&lt;br /&gt;
 |image = Syndi_cards.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 1 telecrystal.&lt;br /&gt;
 |usedfor = Playing cards, cheap throwing stars. &lt;br /&gt;
 |strategy = Use these as a shitty throwing weapon, when you&#039;re bored and playing cards is the only option left, or as a signature for your murders.&lt;br /&gt;
 |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.&lt;br /&gt;
 }}&lt;br /&gt;
===Syndicate Beer===&lt;br /&gt;
{{Item|name=Syndicate Beer|image=Syndicatebeer.png|bgcolor1=#cccccc|bgcolor2=#cccccc|foundin=Ordered via syndicate uplink. Costs 4 telecrystals.|usedfor=Purging toxins.|strategy=Drink them to get plastered and drain other toxins.|description=Syndicate brand &#039;beer&#039; designed to flush toxins out of your system. Warning: Do not consume more than one!}}&lt;br /&gt;
===Syndicate Briefcase Full of Cash===&lt;br /&gt;
{{anchor|Syndicate_Briefcase_Full_of_Cash}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Syndicate Briefcase Full of Cash&lt;br /&gt;
 |image = Briefcase.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 1 telecrystal.&lt;br /&gt;
 |usedfor = Trading. Roleplay. &lt;br /&gt;
 |strategy = Use the cash to buy your objective, or export it with cargo to order crates.&lt;br /&gt;
 |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.&lt;br /&gt;
 }}&lt;br /&gt;
===Syndicate Smokes===&lt;br /&gt;
{{anchor|Syndicate_Smokes}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Syndicate Smokes&lt;br /&gt;
 |image = Syngarettes.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 2 telecrystals.&lt;br /&gt;
 |usedfor = Cool-looking regeneration. &lt;br /&gt;
 |strategy = Smoke them to inhale omnizine and heal over time.&lt;br /&gt;
 |description = Strong flavor, dense smoke. Each cigarette is infused with 10u [[Guide_to_chemistry#Nicotine|nicotine]] and 15u [[Guide_to_chemistry#Omnizine|omnizine]]. Smoking one of these cigarettes takes about 2 minutes. &lt;br /&gt;
 }}&lt;br /&gt;
===Syndicate Balloon===&lt;br /&gt;
{{anchor|Syndicate_Balloon}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = &amp;quot;Syndicate Balloon&amp;quot;&lt;br /&gt;
 |image = Balloon.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 20 telecrystals.&lt;br /&gt;
 |usedfor = Showing off. &lt;br /&gt;
 |strategy = Buy this if you feel you can do your objectives without the use of syndicate items. &lt;br /&gt;
 |description = A red balloon with a white S on it. It floats. Security may arrest you for having one. You could buy multiple of these if part of a nuke team. &lt;br /&gt;
 }}&lt;br /&gt;
=&#039;&#039;&#039;Syndicate Incursion Team&#039;&#039;&#039;=&lt;br /&gt;
Items only available to [[Incursion|syndicate incursion members]].&lt;br /&gt;
==Bundles==&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Stolen Shuttle Creation Kit&lt;br /&gt;
 |image = GrayCrate.png&lt;br /&gt;
 |foundin = Incursion Uplink, costs 15 telecrystals.&lt;br /&gt;
 |usedfor = Building a shuttle &lt;br /&gt;
 |strategy = Build a shuttle for your team, warp to security, raid the armoury and then warp away before security can catch up with you. Use as a mobile base of operations and as a hideout for when you do your deeds. &lt;br /&gt;
 |description = Contains (almost) everything you need to build your own shuttle. Comes with a canister of plasma, a combat RCD with a lot of RCD ammo, a shuttle creator, 2 pipe dispensers, 2 syndicate toolboxes (containing combat gloves), 1 electrical toolbox, 1 shuttle docking computer, 1 shuttle flight computer, 2 plasma thrusters, 2 engine heaters, 1 RPED, an APC electronic board and an APC wallframe. &lt;br /&gt;
 }}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Medical Bundle&lt;br /&gt;
 |image = GrayCrate.png&lt;br /&gt;
 |foundin = Incursion Uplink, costs 12 telecrystals.&lt;br /&gt;
 |usedfor = Healing your team &lt;br /&gt;
 |strategy = Use the stimpacks to become immune from security stuns, revive your dead teammates with the defibrillator, heal your wounded teammates with the medical kits. &lt;br /&gt;
 |description = A bundle containing 2 tactical first aid kits (Which include combat defibrillator), 2 brute first aid kits, 2 fire first aid kits, 1 toxin first aid kit, 1 oxygen first aid kit, a pill bottle of mutadone, a pull bottle of neurine and 4 stimpacks. &lt;br /&gt;
 }}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Hardsuit Bundle&lt;br /&gt;
 |image = GrayCrate.png&lt;br /&gt;
 |foundin = Incursion Uplink, costs 18 telecrystals.&lt;br /&gt;
 |usedfor = Going into space and looking cool. &lt;br /&gt;
 |strategy = Buy hardsuits, pretend to be a nuclear operative team, the whole crew arms up with weapons and AA, take AA and steal your targets before escaping. &lt;br /&gt;
 |description = A create containing 4 syndicate hardsuits, 4 syndicate gasmasks and 4 oxygen tanks. &lt;br /&gt;
 }}&lt;br /&gt;
=&#039;&#039;&#039;Nuclear Strike Team&#039;&#039;&#039;=&lt;br /&gt;
Items only available to [[Syndicate guide|syndicate operatives]] during [[Nuke]].&lt;br /&gt;
==Bundles and Telecrystals==&lt;br /&gt;
Nuclear operatives can purchase bundles, which cost a bit less than the sum of their parts.&lt;br /&gt;
===Bioterror bundle===&lt;br /&gt;
{{anchor|Bioterror_bundle}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Bioterror bundle&lt;br /&gt;
 |image = Duffle_syndiemed.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 30 telecrystals, saving 14.&lt;br /&gt;
 |usedfor = Getting all you need to commit several war crimes.&lt;br /&gt;
 |strategy = Start a biological disaster, and spread chaos among the crew.&lt;br /&gt;
 |description = For the madman: Contains a [[#Biohazardous Chemical Sprayer|Bioterror spray]], [[#Chemical Foam Grenade|Bioterror Grenade]], a [[#Poison Kit|Poison Kit]], a [[#Dart Pistol|Dart Pistol]], a box of syringes, a [[#Toy Machine Gun|Donksoft assault rifle]], and some [[#Box of Riot Darts|extra darts]]. Remember: Seal suit and equip internals before use.&lt;br /&gt;
 }}&lt;br /&gt;
=== Bulldog bundle===&lt;br /&gt;
{{anchor|Bulldog_bundle}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Bulldog bundle&lt;br /&gt;
 |image = Duffle_syndie.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 13 telecrystals, saving 2.&lt;br /&gt;
 |usedfor = Getting a well rounded shotgun kit.&lt;br /&gt;
 |strategy = Shoot people with it.&lt;br /&gt;
 |description = Lean and mean: Optimised for people that want to get up close and personal. Contains the popular [[#Bulldog_Shotgun|Bulldog Shotgun]], a [[#Ammo-12g_Stun_Slug|12g stun drum]], a [[#Ammo-12g_Buckshot|12g buckshot drum]], and a pair of [[#Thermal Imaging Glasses|Thermal Imaging Goggles]]. &lt;br /&gt;
 }}&lt;br /&gt;
===C-20r bundle===&lt;br /&gt;
{{anchor|C-20r_bundle}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = C-20r bundle&lt;br /&gt;
 |image = Duffle_syndie.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 14 telecrystals, saving 4.&lt;br /&gt;
 |usedfor = Getting a classic and reliable gun.&lt;br /&gt;
 |strategy = Shoot people with it.&lt;br /&gt;
 |description = Old faithful: The classic [[#C-20r_Submachine_Gun|C-20r Submachine Gun]], bundled with two magazines, and a [[#Universal_Suppressor|Suppressor]]. &lt;br /&gt;
 }}&lt;br /&gt;
===Cybernetic Implant Bundle===&lt;br /&gt;
{{anchor|Cybernetic Implant Bundle}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Cybernetic Implant Bundle&lt;br /&gt;
 |image = Duffle_syndiemed.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 40 telecrystals.&lt;br /&gt;
 |usedfor = Implanting your team.&lt;br /&gt;
 |strategy = Implant it in your team.&lt;br /&gt;
 |description = Contains 6 random cybernetic implants. Guaranteed to at least pay for its cost.&lt;br /&gt;
 }}&lt;br /&gt;
=== Medical bundle===&lt;br /&gt;
{{anchor|Medical_bundle}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Medical bundle&lt;br /&gt;
 |image = Duffle_syndiemed.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 15 telecrystals, saving 5.&lt;br /&gt;
 |usedfor = Getting a rounded medical kit.&lt;br /&gt;
 |strategy = Become a combat medic to keep your team up and running.&lt;br /&gt;
 |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, 2 brute and burn patches, and a combat hypospray loaded with:&lt;br /&gt;
*30 units of [[Guide_to_chemistry#Epinephrine|Epinephrine]]&lt;br /&gt;
*30 units of [[Guide_to_chemistry#Omnizine|Omnizine]]&lt;br /&gt;
*15 units of [[Guide_to_chemistry#Leporazine|Leporazine]]&lt;br /&gt;
*15 units of [[Guide_to_chemistry#Atropine|Atropine]]&lt;br /&gt;
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. &lt;br /&gt;
 }}&lt;br /&gt;
=== Sniper bundle===&lt;br /&gt;
{{anchor|Sniper_bundle}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Sniper bundle&lt;br /&gt;
 |image = Briefcase.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 20 telecrystals, saving 6.&lt;br /&gt;
 |usedfor = Getting all you need to start sniping.&lt;br /&gt;
 |strategy = Become a long-range sniper.&lt;br /&gt;
 |description = Elegant and refined: Contains a collapsed [[#Sniper Rifle|sniper rifle]] in an expensive carrying case, 2 [[#.50 Soporific Magazine|soporific magazine]], a free surplus [[#Universal Suppressor|supressor]], a pen(the regular kind), a folder, and a worn out suit and tie.&lt;br /&gt;
 }}&lt;br /&gt;
===Spetsnaz Pyro bundle===&lt;br /&gt;
{{anchor|Spetsnaz_Pyro_bundle}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Spetsnaz Pyro bundle&lt;br /&gt;
 |image = Duffle_syndie.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 30 telecrystals, saving 12.&lt;br /&gt;
 |usedfor = Getting all you need to watch the &amp;lt;s&amp;gt;world&amp;lt;/s&amp;gt;station burn.&lt;br /&gt;
 |strategy = Start fires everywhere. Make sure the other operatives are wearing fireproof suits as well. &lt;br /&gt;
 |description = For systematic suppression of carbon lifeforms in close range: Contains an [[#Elite Syndicate Hardsuit|elite fireproof hardsuit]], a pyro backpack fire sprayer, a [[#Stechkin|pistol]], two magazines, a bottle of flammable vodka, a [[#Syndicate Minibomb|pipebomb]], and a [[#Stimpack|stimulant syringe]].&lt;br /&gt;
 }}&lt;br /&gt;
== Conspicuous and Dangerous Weapons==&lt;br /&gt;
===Bulldog Shotgun===&lt;br /&gt;
{{anchor|Bulldog_Shotgun}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Bulldog Shotgun&lt;br /&gt;
 |image = Bulldog.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 8 telecrystals.&lt;br /&gt;
 |usedfor = Killing/Stunning people.&lt;br /&gt;
 |strategy = A robust shotgun. Holds a wide selection of ammo types.&lt;br /&gt;
 |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.&amp;lt;br&amp;gt; A Bulldog with stun shells and a [[#Stechkin|Stechkin]] can make for a cheap alternative [[#C-20r_Submachine_Gun|C20r SMG]] when strapped for telecrystals. Initially loaded with a stun shells drum, it must be loaded with other kinds of ammo to do damage. Starts with a syndicate firing pin, which prevents enemies from using it.&lt;br /&gt;
 }}&lt;br /&gt;
====&amp;lt;span class=&amp;quot;mw-customtoggle-bulldog&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Bulldog Ammo====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====Ammo-12g Stun Slug====&lt;br /&gt;
{{anchor|Ammo-12g_Stun_Slug}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Stun Slug Drum Magazine&lt;br /&gt;
 |image = StunSlug.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 2 telecrystal, only available to Nuclear Agents. Free Magazine in starting Bulldog.&lt;br /&gt;
 |usedfor = Loading the [[#Bulldog_Shotgun|Bulldog]].&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |description = A 8 round drum magazine for use in the Bulldog Shotgun. Functions akin to a stun round from a energy gun or [[#C-20r_Submachine_Gun|C20r]], has unlimited range, deals 5 brute damage and stuns for the standard 10 second limit.&amp;lt;br&amp;gt; A reliable way to stun a target, but not effective in killing them. When used in conjunction with a more lethal weapons, such as the Energy Sword or Stechkin pistol, it can be extremely lethal.&lt;br /&gt;
 }}&lt;br /&gt;
====Ammo-12g Buckshot====&lt;br /&gt;
{{anchor|Ammo-12g_Buckshot}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Buckshot Drum Magazine&lt;br /&gt;
 |image = BuckshotBull.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 2 telecrystals.&lt;br /&gt;
 |usedfor = Loading the [[#Bulldog_Shotgun|Bulldog]].&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |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.&amp;lt;br&amp;gt; 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.&lt;br /&gt;
 }}&lt;br /&gt;
====Ammo-12g Slugs====&lt;br /&gt;
{{anchor|Ammo-12g_Slugs}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Slug Drum Magazine&lt;br /&gt;
 |image = BuckshotBull.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 3 telecrystals.&lt;br /&gt;
 |usedfor = Loading the [[#Bulldog_Shotgun|Bulldog]].&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |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&#039;s better when fighting at longer distances. Also reduces the chance of hitting felow operatives.&lt;br /&gt;
 }}&lt;br /&gt;
====Ammo-12g Dragon&#039;s Breath====&lt;br /&gt;
{{anchor|Ammo-12g_Dragon&#039;s_Breat}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Dragon&#039;s Breath Drum Magazine&lt;br /&gt;
 |image = DragonBreathBull.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 2 telecrystals.&lt;br /&gt;
 |usedfor = Loading the [[#Bulldog_Shotgun|Bulldog]].&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |description = A 8 round drum magazine for use in the Bulldog Shotgun. Dragon&#039;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.&amp;lt;br&amp;gt; A shot from a Dragon&#039;s Breath magazine leaves a long trail of fire that quickly dissipates, but can be effective in setting many crew members on fire. Don&#039;t shoot your own teammates in the back. &lt;br /&gt;
 }}&lt;br /&gt;
====Ammo-12g Breaching====&lt;br /&gt;
{{anchor|Ammo-12g_Breaching}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Breaching Drum Magazine&lt;br /&gt;
 |image = BreachingBull.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 2 telecrystals.&lt;br /&gt;
 |usedfor = Loading the [[#Bulldog_Shotgun|Bulldog]].&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |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. &lt;br /&gt;
 }}&lt;br /&gt;
==== Ammo-12g Bundle====&lt;br /&gt;
{{anchor|Ammo-12g_Bundle}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Drum Magazine Bundle&lt;br /&gt;
 |image = Duffle_syndie.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 12 telecrystals, saving 7.&lt;br /&gt;
 |usedfor = Loading [[#Bulldog_Shotgun|Bulldogs]].&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |description = Contains several drums to reload Bulldog shotguns. Contains 6 stun drums, a buckshot drum, a slug drum and a dragon&#039;s breath drum. &lt;br /&gt;
 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=== C-20r Submachine Gun===&lt;br /&gt;
{{anchor|C-20r_Submachine_Gun}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = C-20r Submachine Gun&lt;br /&gt;
 |image = C20r.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 10 telecrystals.&lt;br /&gt;
 |usedfor = Killing people.&lt;br /&gt;
 |strategy = The signature weapon of Nuke Ops, it deals reliable damage and fires in two-round bursts.&lt;br /&gt;
 |description = Deals 30 brute damage per round, with 24-round magazines. A reliable and robust weapon. Can also be fitted with a [[#Universal_Suppressor|Silencer]]. Starts with a syndicate firing pin, which prevents enemies from using it. &lt;br /&gt;
 }}&lt;br /&gt;
====&amp;lt;span class=&amp;quot;mw-customtoggle-c20r&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; C-20r Ammo====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====.45 Ammo====&lt;br /&gt;
{{anchor|.45_Ammo}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = .45 Ammo&lt;br /&gt;
 |image = 45Mag.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 3 telecrystals.&lt;br /&gt;
 |usedfor = Loading a C-20r SMG.&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |description = A 24-round .45 magazine for use in the [[#C-20r_Submachine_Gun|C-20r submachine gun]].&lt;br /&gt;
 }}&lt;br /&gt;
====.45 Ammo Bundle====&lt;br /&gt;
{{anchor|.45 Ammo Bundle}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = .45 Ammo Bundle&lt;br /&gt;
 |image = Duffle_syndie.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 20 telecrystals.&lt;br /&gt;
 |usedfor = Loading several C-20r SMGs.&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |description = Contains 9 [[#C-20r_Submachine_Gun|C-20r SMG]] magazines, for a total of 216 shots.&lt;br /&gt;
 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=== L6 Squad Automatic Weapon===&lt;br /&gt;
{{anchor|L6 Squad_Automatic_Weapon}}{{anchor|L6 SAW}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = L6 SAW&lt;br /&gt;
 |image = L6machinegun.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 18 telecrystals.&lt;br /&gt;
 |usedfor = Mowing people down.&lt;br /&gt;
 |strategy = An expensive investment, designed for consistent and powerful fire support for assault teams. Pairs well with a suit with extra armor.&lt;br /&gt;
 |description = Holds the most ammo of any gun available: 50 1.95x129mm rounds dealing 45 brute damage each. Three good shots on someone and they&#039;re down.&amp;lt;br&amp;gt; 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.&lt;br /&gt;
 }}&lt;br /&gt;
====&amp;lt;span class=&amp;quot;mw-customtoggle-LMG&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; SAW Ammo====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====1.95x129mm Box Magazine ====&lt;br /&gt;
{{anchor|1.95x129mm _Box_Magazine}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Ammo-5.56x45mm&lt;br /&gt;
 |image = A762.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 6 telecrystals.&lt;br /&gt;
 |usedfor = Loading the [[#L6 SAW|L6 SAW]].&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |description = A 50-round magazine of 1.95x129mm ammunition for use in the [[#L6 SAW|L6 SAW]] machinegun. By the time you need to use this, you&#039;ll already be on a pile of corpses.&lt;br /&gt;
 }}&lt;br /&gt;
====1.95x129mm (Hollow-Point) Box Magazine ====&lt;br /&gt;
{{anchor|1.95x129mm_(Hollow-Point)_Box_Magazine}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Ammo-5.56x45mm (Hollow-Point) Box Magazine&lt;br /&gt;
 |image = A762.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 6 telecrystals.&lt;br /&gt;
 |usedfor = Loading the [[#L6 SAW|L6 SAW]].&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |description = A 50-round magazine of 1.95x129mm Hollow-Point ammunition, that deals 60 damage on hit, that is however heavily reduced by armor.&lt;br /&gt;
 }}&lt;br /&gt;
====1.95x129mm (Armor Penetrating) Box Magazine====&lt;br /&gt;
{{anchor|1.95x129mm (Armor Penetrating) Box Magazine}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Ammo-5.56x45mm (Armor Penetrating) Box Magazine&lt;br /&gt;
 |image = A762.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 9 telecrystals.&lt;br /&gt;
 |usedfor = Loading the [[#L6 SAW|L6 SAW]].&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |description = A 50-round magazine of 1.95x129mm Armor Penetrating ammunition, that deals 40 damage on hit and negates all but the most durable armor.&lt;br /&gt;
 }}&lt;br /&gt;
====1.95x129mm (Incendiary) Box Magazine ====&lt;br /&gt;
{{anchor|1.95x129mm (Incendiary) Box Magazine}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Ammo-5.56x45mm (Incendiary) Box Magazine&lt;br /&gt;
 |image = A762.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 6 telecrystals.&lt;br /&gt;
 |usedfor = Loading the [[#L6 SAW|L6 SAW]].&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |description = A 50-round magazine of 1.95x129mm Incendiary ammunition, that only deals 20 damage on hit but leaves a fiery trail, while setting targets hit on fire as well.&lt;br /&gt;
 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=== Sniper Rifle===&lt;br /&gt;
{{anchor|Sniper Rifle}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Sniper Rifle&lt;br /&gt;
 |image = Sniper.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 16 telecrystals.&lt;br /&gt;
 |usedfor = Killing people from far away.&lt;br /&gt;
 |strategy = A long-range sniper rifle, useful for shooting down hallways or from space.&lt;br /&gt;
 |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.&amp;lt;br&amp;gt; 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.&lt;br /&gt;
 }}&lt;br /&gt;
====&amp;lt;span class=&amp;quot;mw-customtoggle-sniper&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Sniper Ammo====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====.50 Magazine====&lt;br /&gt;
{{anchor|.50 Magazine}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = .50 Magazine&lt;br /&gt;
 |image = Sniper_ammo.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 4 telecrystals.&lt;br /&gt;
 |usedfor = Loading the [[#Sniper Rifle|Sniper Rifle]].&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |description = A 6-round magazine of .50 ammunition for the sniper rifle. Deals 70 damage, stuns, penetrates armor and destroys machinery on hit.&lt;br /&gt;
 }}&lt;br /&gt;
====.50 Soporific Magazine====&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = .50 Soporific Magazine&lt;br /&gt;
 |image = Sniper_ammo_sleep.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 6 telecrystals.&lt;br /&gt;
 |usedfor = Loading the [[#Sniper Rifle|Sniper Rifle]].&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |description = A 6-round magazine of .50 soporific ammunition for the sniper rifle. Deals no damage and doesn&#039;t break machinery, but any human hit by these will fall asleep for about 40 seconds.&lt;br /&gt;
 }}&lt;br /&gt;
====.50 Penetrator Magazine ====&lt;br /&gt;
{{anchor|.50 Penetrator Magazine}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = .50 Penetrator Magazine&lt;br /&gt;
 |image = Sniper_ammo.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 5 telecrystals.&lt;br /&gt;
 |usedfor = Loading the [[#Sniper Rifle|Sniper Rifle]].&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |description = A 6-round magazine of .50 penetrating ammunition for the sniper rifle. Deals 60 damage, doesn&#039;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.&lt;br /&gt;
 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
===Surplus Rifle===&lt;br /&gt;
{{anchor|Surplus Rifle}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Surplus Rifle&lt;br /&gt;
 |image = Surplus_rifle.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 2 telecrystals.&lt;br /&gt;
 |usedfor = Arming someone cheaply.&lt;br /&gt;
 |strategy = A cheap rifle. &amp;lt;s&amp;gt;Better than nothing, if you&#039;ve got a pair of spare TC.&amp;lt;/s&amp;gt; In actual combat it&#039;s worse than the Stechkin pistol, the one all operatives get for free.&lt;br /&gt;
 |description = A Mosin Nagant bolt-action rifle, loaded with 5 [[#Surplus Rifle Clip|7.62 bullets]]. Deals 60 damage on hit, but must be loaded every shot. You are more likely to see this rifle in the hands of cargoians than nuke ops due to how terrible it is in combat.&lt;br /&gt;
 }}&lt;br /&gt;
====&amp;lt;span class=&amp;quot;mw-customtoggle-surplus&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Surplus Rifle Ammo====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====Surplus Rifle Clip====&lt;br /&gt;
{{anchor|Surplus Rifle Clip}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Surplus Rifle Clip&lt;br /&gt;
 |image = Surplus_ammo.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 1 telecrystal.&lt;br /&gt;
 |usedfor = Loading the Surplus Rifle.&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |description = A stripper clip used to quickly load bolt action rifles. Contains 5 rounds.&lt;br /&gt;
 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
===M-90gl Carbine===&lt;br /&gt;
{{anchor|M-90gl Carbine}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = M-90gl Carbine&lt;br /&gt;
 |image = M90_carbine.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 18 telecrystals.&lt;br /&gt;
 |usedfor = Versatile crowd control.&lt;br /&gt;
 |strategy = Combine it with an energy shield.&lt;br /&gt;
 |description = This carbine has a three-round burst setting as well as an underbarrel grenade launcher.&amp;lt;br&amp;gt; Magazines are hold 30 rounds of bullets that deal 35 damage each, which is more than enough against unarmored targets.&lt;br /&gt;
 }}&lt;br /&gt;
====&amp;lt;span class=&amp;quot;mw-customtoggle-m90gl&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; M-90gl Carbine Ammo====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== 5.56mm Toploader Magazine====&lt;br /&gt;
{{anchor|5.56mm Toploader Magazine}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = 5.56mm Toploader Magazine&lt;br /&gt;
 |image = 556Mag.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 4 telecrystals.&lt;br /&gt;
 |usedfor = Loading the M-90gl Carbine.&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |description = It&#039;s a magazine. Every time you call it a clip, god, kills a kitten.&lt;br /&gt;
 }}&lt;br /&gt;
====40mm HE Grenade ====&lt;br /&gt;
{{anchor|40mm HE Grenade}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = 40mm HE Grenade&lt;br /&gt;
 |image = 40mmHE.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 2 telecrystals.&lt;br /&gt;
 |usedfor = Loading the M-90gl Carbine.&lt;br /&gt;
 |strategy = Insert into the M-90gl Carbine. Do not throw.&lt;br /&gt;
 |description = These grenades do not fit in regular grenade launchers.&lt;br /&gt;
 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
===Flamethrower===&lt;br /&gt;
{{anchor|Flamethrower}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Flamethrower&lt;br /&gt;
 |image = Flamethrower.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 4 telecrystals.&lt;br /&gt;
 |usedfor = Setting things on fire.&lt;br /&gt;
 |strategy = A plasma-loaded flamethrower. Make sure you and your team have fireproof suits when using this, or you&#039;ll end up burning yourself.&lt;br /&gt;
 |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]].&lt;br /&gt;
 }}&lt;br /&gt;
===Toy Submachine Gun===&lt;br /&gt;
{{anchor|Toy Submachine Gun}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Donksoft SMG&lt;br /&gt;
 |image = Fake_c20r.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 5 telecrystals.&lt;br /&gt;
 |usedfor = Doing stamina damage and knocking people down. Making people react too late. &lt;br /&gt;
 |strategy = Deals no real damage, but the riot darts it&#039;s loaded with cause 25 stamina damage, knocking victims down.&lt;br /&gt;
 |description = A toy SMG. Guaranteed to not be taken seriously until it&#039;s too late. Loaded with 20 darts. Starts with a syndicate firing pin, which prevents enemies from using it.&lt;br /&gt;
 }}&lt;br /&gt;
===Toy Machine Gun===&lt;br /&gt;
{{anchor|Toy Machine Gun}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Donksoft LMG&lt;br /&gt;
 |image = Fake_SAW.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 10 telecrystals.&lt;br /&gt;
 |usedfor = Doing stamina damage and knocking people down. Making people react too late. &lt;br /&gt;
 |strategy = Deals no real damage, but the riot darts it&#039;s loaded with cause 25 stamina damage, knocking victims down.&lt;br /&gt;
 |description = A toy SAW. Guaranteed to not be taken seriously until it&#039;s too late. Loaded with 50 darts. Starts with a syndicate firing pin, which prevents enemies from using it.&lt;br /&gt;
 }}&lt;br /&gt;
====Box of Riot Darts====&lt;br /&gt;
{{anchor|Box of Riot Darts}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Box of Riot Darts&lt;br /&gt;
 |image = Foambox_riot.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 2 telecrystals.&lt;br /&gt;
 |usedfor = Loading toy weapons.&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |description = Contains 40 Riot Foam Darts, that deal 25 stamina damage. They can also be reused if collected from the ground.&lt;br /&gt;
 }}&lt;br /&gt;
=== 84mm Rocket Propelled Grenade Launcher===&lt;br /&gt;
{{anchor|84mm Rocket Propelled Grenade Launcher}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Rocket Propelled Grenade Launcher&lt;br /&gt;
 |image = Rocketlauncher.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 8 telecrystals.&lt;br /&gt;
 |usedfor = Blowing holes into mechs, walls and people.&lt;br /&gt;
 |strategy = Crew is hiding inside body bags again? Surprise them with an HE rocket. Durand ruining your day? Hit it with a high-yield HEDP rocket.&lt;br /&gt;
 |description = A reusable rocket propelled grenade launcher preloaded with a low-yield 84mm HE round.&lt;br /&gt;
 }}&lt;br /&gt;
====&amp;lt;span class=&amp;quot;mw-customtoggle-rpg&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Rocket Propelled Grenade Launcher Ammo====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====84mm HE Rocket====&lt;br /&gt;
{{anchor|84mm HE Rocket}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = 84mm HE Rocket&lt;br /&gt;
 |image = 84mmHE.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 3 telecrystals.&lt;br /&gt;
 |usedfor = Loading the RPG.&lt;br /&gt;
 |strategy = Land a direct hit to dismember and kill the unfortunate target.&lt;br /&gt;
 |description = A low-yield anti-personnel HE rocket.&lt;br /&gt;
 }}&lt;br /&gt;
====84mm HEDP Rocket====&lt;br /&gt;
{{anchor|84mm HEDP Rocket}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = 84mm HEDP Rocket&lt;br /&gt;
 |image = 84mmHEDP.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 5 telecrystals.&lt;br /&gt;
 |usedfor = Loading the RPG.&lt;br /&gt;
 |strategy = Really ruin the day of any mech or silicon hit by this. Maim any targets near the impact site.&lt;br /&gt;
 |description = A high-yield HEDP rocket; extremely effective against armored targets (mechs and silicons), as well as surrounding personnel.&lt;br /&gt;
 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Biohazardous Chemical Sprayer===&lt;br /&gt;
{{anchor|Biohazardous_Chemical_Sprayer}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Biohazardous Chemical Sprayer&lt;br /&gt;
 |image = Bio_chem_sprayer.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 20 telecrystals.&lt;br /&gt;
 |usedfor = Extreme Crowd Control.&lt;br /&gt;
 |strategy = Shoots dangerous poisons.&lt;br /&gt;
 |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.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Grenades and Explosives==&lt;br /&gt;
===Bioterror Foam Grenade===&lt;br /&gt;
{{anchor|Bioterror Foam Grenade}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Chemical Foam Grenade&lt;br /&gt;
 |image = Grenade.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 7 telecrystals.&lt;br /&gt;
 |usedfor = Crowd Control.&lt;br /&gt;
 |strategy = Emits extremely debilitating foam.&lt;br /&gt;
 |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.&lt;br /&gt;
 }}&lt;br /&gt;
===Buzzkill Grenade Box===&lt;br /&gt;
{{anchor|Buzzkill Grenade Box}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Buzzkill Grenade Box&lt;br /&gt;
 |image = Syndibox.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 16 telecrystals. &lt;br /&gt;
 |usedfor = Covering the station in BEEEEEES.&lt;br /&gt;
 |strategy = Toss one in a crowded area and watch the bees attack anyone who isn&#039;t wearing thick clothing. &lt;br /&gt;
 |description = These grenades release ten bees that will indiscriminately attack anyone with random toxins.&amp;lt;br&amp;gt; Keep in mind that bees can&#039;t attack people wearing thick clothing - like hardsuits and EVA/fire/bio/EOD suits as well as some costumes.&lt;br /&gt;
 }}&lt;br /&gt;
===Fungal Tuberculosis Grenade===&lt;br /&gt;
{{anchor|Fungal Tuberculosis Grenade}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Fungal Tuberculosis Grenade&lt;br /&gt;
 |image = Box.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 14 telecrystals.&lt;br /&gt;
 |usedfor = Biological Warfare.&lt;br /&gt;
 |strategy = Spreads an extremely dangerous and infectious virus.&lt;br /&gt;
 |description = A box that contains several ways to apply the Fungal Tuberculosis virus: an extremely virulent and hard to cure disease that stuns and suffocates its targets. The box contains a viral smoke grenade, 5 single-use instant Bio Virus Antidote Kits (BVAK autoinjectors) with 20u vaccine (inject 10u per use), a BVAK bottle (30u vaccine) and a normal syringe.&lt;br /&gt;
 }}&lt;br /&gt;
=== Grenadier&#039;s Belt===&lt;br /&gt;
{{anchor|Grenadier&#039;s Belt}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Grenadier&#039;s Belt&lt;br /&gt;
 |image = Combat_belt.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 24 telecrystals.&lt;br /&gt;
 |usedfor = Lobbing several kinds of grenades.&lt;br /&gt;
 |strategy = Contains a grenade for every situation. Avoid blowing yourself up with them.&lt;br /&gt;
 |description = A belt containing a large amount of assorted grenades. TO be specific, it contains:&lt;br /&gt;
* 1 [[Security_items#Flashbang|Flashbang]];&lt;br /&gt;
* 4 Smoke Bombs;&lt;br /&gt;
* 2 EMP Grenades;&lt;br /&gt;
* 10 Frag Grenades: A bit less powerful than minibombs, but with a higher flame range;&lt;br /&gt;
* 4 Gluon Grenades: They deal radiation damage when exploding, and freeze the surrounding area afterwards, making it slippery;&lt;br /&gt;
* 2 Incendiary Grenades: They spread a wave of plasmafire, burning everything in their path;&lt;br /&gt;
* 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;&lt;br /&gt;
* 2 [[#Syndicate_Minibomb|Syndicate Minibombs]];&lt;br /&gt;
* Screwdriver and Multitool to customize grenades. Some different triggers can be found in the Syndicate Infiltrator Ship.&lt;br /&gt;
 }}&lt;br /&gt;
===Syndicate Detonator===&lt;br /&gt;
{{anchor|Syndicate Detonator}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Syndicate Detonator&amp;lt;br&amp;gt;&amp;quot;Big red button&amp;quot;&lt;br /&gt;
 |image = Big red button.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink. It costs 1 telecrystals.&lt;br /&gt;
 |usedfor = Detonating all syndicate bombs at once.&lt;br /&gt;
 |strategy = Coordinating bomb blasts to destroy multiple objects simultaneously.&lt;br /&gt;
 |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.&amp;lt;br&amp;gt; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Operatives start with a working detonator in their base, buying this is usually redundant&#039;&#039;&#039;.&lt;br /&gt;
 }}&lt;br /&gt;
===Viscerator Delivery Grenade===&lt;br /&gt;
{{anchor|Viscerator Delivery Grenade}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Viscerator Grenade&lt;br /&gt;
 |image = Delivery grenade.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 6 telecrystals.&lt;br /&gt;
 |usedfor = Crowd Control.&lt;br /&gt;
 |strategy = Shoot several killdrones that will try to hack off people&#039;s limbs.&lt;br /&gt;
 |description = This grenade, when thrown, will disperse 10 manhack viscerators. They will proceed to chase and attack any nearby Non-Syndicate personnel. They deal a surprisingly high amount of damage over time but can be outrun easily.&amp;lt;br&amp;gt; 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.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Stealthy and Inconspicuous Weapons==&lt;br /&gt;
===CQC Manual===&lt;br /&gt;
{{anchor|CQC Manual}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = &#039;Old Manual&#039;&lt;br /&gt;
 |image = CQC_manual.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 12 telecrystals.&lt;br /&gt;
 |usedfor = Remembering the basics of tactical Close-Quarters Combat.&lt;br /&gt;
 |strategy = Read it and practice combos. Useful when combined with adrenals, noslips and added protection, like an energy shield or a shielded hardsuit or for killing someone when they least expect it.&lt;br /&gt;
 |description = Reading this single-use book will teach you the basics of CQC - a martial art. &amp;lt;br&amp;gt; You learn devastating combos and when throw is active, have a chance to block and counter attacks. &amp;lt;br&amp;gt;This is the same skill as Cooks can use in the kitchen, except anywhere. &amp;lt;br&amp;gt;&lt;br /&gt;
Your punches do bonus damage, and your grabs will start as aggressive. &lt;br /&gt;
You can combo attacks by switching intents while hitting. Possible Combos:&lt;br /&gt;
* &#039;&#039;&#039;Slam&#039;&#039;&#039;: Grab Harm. Slam opponent into the ground (10 brute and 12 sec paralyze). Only works on people standing. &lt;br /&gt;
* &#039;&#039;&#039;CQC Kick&#039;&#039;&#039;: Harm Harm. If the opponent was paralyzed they&#039;ll be knocked out (30 sec sleep and 15 brain damage up to max 150). Else they&#039;ll be knocked away and take 10 brute. &lt;br /&gt;
* &#039;&#039;&#039;Restrain&#039;&#039;&#039;: 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).&lt;br /&gt;
* &#039;&#039;&#039;Pressure&#039;&#039;&#039;: Disarm Grab. Deals 60 stamina damage.&lt;br /&gt;
* &#039;&#039;&#039;Consecutive CQC&#039;&#039;&#039;: Disarm Disarm Harm. Mainly damaging move (25 brute and 50 stamina damage). &lt;br /&gt;
}}&lt;br /&gt;
==Stealth and Camouflage Items ==&lt;br /&gt;
=== Stealthy No-Slip Chameleon Shoes===&lt;br /&gt;
{{anchor|Stealthy No-Slip Chameleon Shoes}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Stealthy No-Slip Chameleon Shoes&lt;br /&gt;
 |image = Brshoe.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 3 telecrystals&lt;br /&gt;
 |usedfor = Not slipping.&lt;br /&gt;
 |strategy = The nuke ops version of [[#No-Slip_Chameleon_Shoes|no-slips]].&lt;br /&gt;
 |description = Aside from the name, these work exactly the same as regular noslips.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Space Suits and Hardsuits==&lt;br /&gt;
===Elite Syndicate Hardsuit===&lt;br /&gt;
{{anchor|Elite Syndicate Hardsuit}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Elite Syndicate Hardsuit&lt;br /&gt;
 |image = Elite_hardsuit.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 8 telecrystals.&lt;br /&gt;
 |usedfor = Having better armor and fireproofing.&lt;br /&gt;
 |strategy = Wear it. Most useful if you plan on using a flamethrower or just need more armor.&lt;br /&gt;
 |description = Works like a [[#Syndicate_Hardsuit|Syndicate Hardsuit]], but it&#039;s more armored and completely immune to fire and acid. Useful when using fire-based weapons. &amp;lt;br&amp;gt; Resistances: melee = 60, bullet = 60, laser = 50, energy = 25, bomb = 55, bio = 100, rad = 70, fire = 100, acid = 100. &lt;br /&gt;
 }}&lt;br /&gt;
=== Shielded Hardsuit===&lt;br /&gt;
{{anchor|Shielded  Hardsuit}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Shielded Hardsuit (Blood-red Hardsuit)&lt;br /&gt;
 |image = Syndi_hardsuit.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 30 telecrystals.&lt;br /&gt;
 |usedfor = Having better armor and fireproofing.&lt;br /&gt;
 |strategy = Wear it. Most useful if you plan on taking the brunt of fire. Pairs well with a heavy weapon.&lt;br /&gt;
 |description = Looks like a normal [[#Syndicate_Hardsuit|Syndicate Hardsuit]], but it has a shield that completely negates attacks until it depletes. Stores up to 3 charges, which regenerate when not being hit for 20 seconds. If the shielding falls, it has the same armor as a normal Syndicate hardsuit, but with full Acid and Fire protection. &amp;lt;br&amp;gt; Resistances: melee = 40, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50, fire = 100, acid = 100. &lt;br /&gt;
 }}&lt;br /&gt;
==Devices and Tools==&lt;br /&gt;
===Blood-Red Magboots===&lt;br /&gt;
{{anchor|Blood-Red Magboots}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Blood-Red Magboots&lt;br /&gt;
 |image = Syndi_magboots.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 2 telecrystals.&lt;br /&gt;
 |usedfor = Working without gravity.&lt;br /&gt;
 |strategy = Activate them if the gravity generator stops working.&lt;br /&gt;
 |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.&lt;br /&gt;
 }}&lt;br /&gt;
===Assault Pod Targeting Device===&lt;br /&gt;
{{anchor|Assault Pod Targeting Device}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Assault Pod Targeting Device&lt;br /&gt;
 |image = Gangtool_red.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink. It costs 30 telecrystals.&lt;br /&gt;
 |usedfor = Dropping on the station with style.&lt;br /&gt;
 |strategy = Use this to drop into a central area, giving less time to react to the crew.&lt;br /&gt;
 |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&#039;s defended by wall-mounted automatic guns, making it a safe location to retreat to if necessary.&lt;br /&gt;
&#039;&#039;&#039;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&#039;t forget the nuke behind!&#039;&#039;&#039;&lt;br /&gt;
 }}&lt;br /&gt;
===Energy Shield===&lt;br /&gt;
{{anchor|Energy_Shield}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Energy Shield&lt;br /&gt;
 |image = Eshield.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 16 telecrystals.&lt;br /&gt;
 |usedfor = Protecting yourself from energy weapons&lt;br /&gt;
 |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&#039;s riot shotguns will be effective in bypassing the energy shield.&amp;lt;br&amp;gt; While expensive, having the people up front wield an energy shield makes for a good breaching strategy.&lt;br /&gt;
 |description = An incredibly useful personal shield projector, capable of reflecting energy projectiles and defending against other attacks.&lt;br /&gt;
 }}&lt;br /&gt;
===Medbeam Gun===&lt;br /&gt;
{{anchor|Medbeam Gun}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Medbeam Gun&lt;br /&gt;
 |image = Medgun.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 14 telecrystals.&lt;br /&gt;
 |usedfor = Constant and free healing.&lt;br /&gt;
 |strategy = Use it on a target to begin healing it.&lt;br /&gt;
 |description = A very efficient healing tool, that doesn&#039;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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;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.&#039;&#039;&#039;&lt;br /&gt;
 }}&lt;br /&gt;
===Syndicate Medical Supply Kit===&lt;br /&gt;
{{anchor|Syndicate Medical Supply Kit}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Syndicate Medical Supply Kit&lt;br /&gt;
 |image = Syndicate Medical Supply Kit.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 4 telecrystals.&lt;br /&gt;
 |usedfor = Healing your fellow operatives.&lt;br /&gt;
 |strategy = Use this to keep your team alive.&lt;br /&gt;
 |description = The syndicate medkit is a suspicious black and red. Included is a combat stimulant injector (containing 30 units of Epinephrine, 30 units of Omnizine, 15 units of Leporazine and 15 units of Atropine), a night vision medical hud for quick identification of injured comrades, a brute and burn healing patch, and a combat defibrillator that fits in belts and works through exosuits (usually useless due to explosive implants).&lt;br /&gt;
 }}&lt;br /&gt;
===Syndicate Sentience Potion===&lt;br /&gt;
{{anchor|Syndicate Sentience Potion}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Syndicate Sentience Potion&lt;br /&gt;
 |image = Intell_potion.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 4 telecrystals.&lt;br /&gt;
 |usedfor = Giving intelligence and a radio implant to an animal.&lt;br /&gt;
 |strategy = Use it on an animal to render it intelligent and loyal to you. Keep in touch thanks to the implanted radio.&lt;br /&gt;
 |description = This potion will grant intelligence (i.e. a player controller and speech) to any simple mob it is used on, also enslaving them to your commands.&amp;lt;br&amp;gt; Additionally, the creature will receive a radio implant, as well as an implanted syndicate ID, allowing them to enter and exit the Syndicate Infiltrator.&lt;br /&gt;
 }}&lt;br /&gt;
==Implants==&lt;br /&gt;
All these items ship with an (auto) implanter; to use it, insert the implant in the implanter and use it inhand.&lt;br /&gt;
===CNS Rebooter Implant===&lt;br /&gt;
{{anchor|CNS Rebooter Implant}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = CNS Rebooter Implant&lt;br /&gt;
 |image = Brain_implant.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 12 telecrystals.&lt;br /&gt;
 |usedfor = Reducing stuns.&lt;br /&gt;
 |strategy = Implant it in yourself.&lt;br /&gt;
 |description = This implant will shorten any stun longer than 4 seconds to 4 seconds.&lt;br /&gt;
 }}&lt;br /&gt;
===Microbomb Implant===&lt;br /&gt;
{{anchor|Microbomb Implant}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Microbomb Implant&lt;br /&gt;
 |image = Injector.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 3 telecrystals.&lt;br /&gt;
 |usedfor = Exploding on death.&lt;br /&gt;
 |strategy = Use it when dying to prevent your items from being stolen.&lt;br /&gt;
 |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.&lt;br /&gt;
 }}&lt;br /&gt;
===Macrobomb Implant===&lt;br /&gt;
{{anchor|Macrobomb Implant}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Macrobomb Implant&lt;br /&gt;
 |image = Injector.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 20 telecrystals.&lt;br /&gt;
 |usedfor = Exploding on death.&lt;br /&gt;
 |strategy = Use it when dying to prevent anyone close to your corpse from being alive.&lt;br /&gt;
 |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&#039;re unaware.&lt;br /&gt;
 }}&lt;br /&gt;
=== Reviver Implant===&lt;br /&gt;
{{anchor|Reviver Implant}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Reviver Implant&lt;br /&gt;
 |image = Chest_implant.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 7 telecrystals.&lt;br /&gt;
 |usedfor = Recovering from crit.&lt;br /&gt;
 |strategy = Implant it in yourself.&lt;br /&gt;
 |description = This implant will heal you once you fall into crit, then goes into cooldown.&lt;br /&gt;
 }}&lt;br /&gt;
===Thermal Vision Implant===&lt;br /&gt;
{{anchor|Thermal Vision Implant}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Thermal Vision Implant&lt;br /&gt;
 |image = Robotic_eyes.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 7 telecrystals.&lt;br /&gt;
 |usedfor = Seeing living beings through walls.&lt;br /&gt;
 |strategy = Implant it in yourself.&lt;br /&gt;
 |description = Like optical thermal goggles, but leaves your glasses slot free for other glasses.&lt;br /&gt;
 }}&lt;br /&gt;
===X-Ray Vision Implant===&lt;br /&gt;
{{anchor|X-Ray Vision Implant}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = X-Ray Vision Implant&lt;br /&gt;
 |image = Robotic_eyes.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 9 telecrystals.&lt;br /&gt;
 |usedfor = Seeing through walls.&lt;br /&gt;
 |strategy = Implant it in yourself.&lt;br /&gt;
 |description = Allows unrestricted vision through walls.&lt;br /&gt;
 }}&lt;br /&gt;
==Support ==&lt;br /&gt;
Mechs, cyborgs and new troops, for when you feel you&#039;re understaffed.&lt;br /&gt;
===Dark Gygax===&lt;br /&gt;
{{anchor|Dark Gygax}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Dark Gygax&lt;br /&gt;
 |image = DarkGygax.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 80 telecrystals.&lt;br /&gt;
 |usedfor = Heavy Fire Support.&lt;br /&gt;
 |strategy = Mow down hallways of people and teleport onto the bridge to give the Captain a big surprise!&lt;br /&gt;
 |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.&amp;lt;br&amp;gt; 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.&amp;lt;br&amp;gt; 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&#039;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.&amp;lt;br&amp;gt; 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&#039;s integrity.&amp;lt;br&amp;gt;&lt;br /&gt;
Has thrusters for space-maneuverability.&lt;br /&gt;
 }}&lt;br /&gt;
=== Dark Mauler===&lt;br /&gt;
{{anchor|Dark Mauler}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Dark Mauler&lt;br /&gt;
 |image = DarkMarauder.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 140 telecrystals!&lt;br /&gt;
 |usedfor = Heavy Assault Platform.&lt;br /&gt;
 |strategy = For when you need to absolutely annihilate anything in your way, accept no substitute.&lt;br /&gt;
 |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, even Death Squads have been known to request backup at the sight of one of these bad boys. 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.&amp;lt;br&amp;gt; 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. &amp;lt;br&amp;gt; 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&#039;t waste TC (although it is good to have a backup plan if the mech is destroyed).&lt;br /&gt;
 }}&lt;br /&gt;
===Syndicate Cyborg ===&lt;br /&gt;
{{anchor|Syndicate Cyborg}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Syndicate Cyborg&lt;br /&gt;
 |image = Syndieborg.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 68 TC for the assault module, 32 for the medical one and 32 for the saboteur module.&lt;br /&gt;
 |usedfor = Robotic Support.&lt;br /&gt;
 |strategy = Increase team size by adding a borg to the team, an unstunnable killing machine. &lt;br /&gt;
 |description = A Cyborg based off Nanotrasen designs, 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 Saboteur module.&amp;lt;br&amp;gt;&lt;br /&gt;
* The assault module contains:&lt;br /&gt;
** A [[Security_items#Flash|flash]]&lt;br /&gt;
** An [[#Energy_Sword|energy sword]]&lt;br /&gt;
** A cyborg LMG that prints ammo from energy&lt;br /&gt;
** A grenade launcher&lt;br /&gt;
** An [[#Emag|emag]]&lt;br /&gt;
** A power connector (to charge from certain machines on the go)&lt;br /&gt;
** A crowbar&lt;br /&gt;
** A fire extinguisher&lt;br /&gt;
** A pinpointer&lt;br /&gt;
* The medical module contains:&lt;br /&gt;
** A [[Security_items#Flash|flash]]&lt;br /&gt;
** A [[#Medical_bundle|syndicate hypospray]] containing nanites&lt;br /&gt;
** Medical Gauze&lt;br /&gt;
** A defibrillator&lt;br /&gt;
** A [[#Medbeam_Gun|Medbeam Gun]]&lt;br /&gt;
** A health analyzer&lt;br /&gt;
** Surgery tools (The surgical saw can be toggled to be an energy sword)&lt;br /&gt;
** An [[#Emag|emag]]&lt;br /&gt;
** A power connector (to charge from certain machines on the go)&lt;br /&gt;
** A crowbar&lt;br /&gt;
** A fire extinguisher&lt;br /&gt;
** A pinpointer&lt;br /&gt;
*The saboteur module contains:&lt;br /&gt;
** A [[Security_items#Flash|flash]]&lt;br /&gt;
** [[#Thermal_Imaging_Glasses|Thermal Imaging Vision]]&lt;br /&gt;
** A syndicate [[Engineering_items#RCD|Rapid Construction Device (RCD)]]&lt;br /&gt;
** A [[Engineering_items#RPD|Rapid Piping Device (RPD)]]&lt;br /&gt;
** Zipties&lt;br /&gt;
** Improved versions of basic tools&lt;br /&gt;
** Metal Synthesizer&lt;br /&gt;
** Glass Synthesizer&lt;br /&gt;
** Cable Synthesizer&lt;br /&gt;
** Iron Rods&lt;br /&gt;
** A Destination Tagger. (To go around the station quicker)&lt;br /&gt;
** An [[#Emag|emag]]&lt;br /&gt;
** A cyborg chameleon projector (To disguise as a normal engineering cyborg)&lt;br /&gt;
** A power connector (To charge from certain machines on the go)&lt;br /&gt;
** A crowbar&lt;br /&gt;
** A fire extinguisher&lt;br /&gt;
** A pinpointer&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
 }}&lt;br /&gt;
=== Reinforcements===&lt;br /&gt;
{{anchor|Reinforcements}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Reinforcements&lt;br /&gt;
 |image = Generic_nukesyndie.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 24 telecrystals.&lt;br /&gt;
 |usedfor = Support.&lt;br /&gt;
 |strategy = Increase your team size by adding another operative. &lt;br /&gt;
 |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.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==(Pointless) Badassery==&lt;br /&gt;
===Broken Chameleon Kit===&lt;br /&gt;
{{anchor|Broken Chameleon Kit}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Broken Chameleon Kit&lt;br /&gt;
 |image = Changeling.gif&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 4 telecrystals.&lt;br /&gt;
 |usedfor = Complimenting your Syndicate balloon.&lt;br /&gt;
 |strategy = Put this on and demonstrate your robustness.&lt;br /&gt;
 |description = A full chameleon kit, gun aside, that acts as if EMP&#039;d. You will stick out like a sore thumb and be unable to wear &amp;quot;real&amp;quot; armor.&lt;br /&gt;
 }}&lt;br /&gt;
===Centcom Official Costume===&lt;br /&gt;
{{anchor|Centcom Official Costume}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Centcom Official Costume&lt;br /&gt;
 |image = Syndibox.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 4 telecrystals.&lt;br /&gt;
 |usedfor = Playing them like a fiddle.&lt;br /&gt;
 |strategy = Ask the crew to &amp;quot;inspect&amp;quot; their nuclear disk and weapons system.&lt;br /&gt;
 |description = Contains a full CentCom Official uniform, headset and clipboard included. The headset comes without an encryption key. Do be aware that some Security personnel may attack you on sight for simply wearing this.&lt;br /&gt;
 }}&lt;br /&gt;
===Clown Costume===&lt;br /&gt;
{{anchor|Clown Costume}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Clown Costume&lt;br /&gt;
 |image = Duffle_syndie.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 4 telecrystals.&lt;br /&gt;
 |usedfor = PRANKS GONE WRONG 3: NUCLEAR EDITION&lt;br /&gt;
 |strategy = Wearing this will be enough to terrify most crew members.&lt;br /&gt;
 |description = Contains a complete [[Clown]] uniform.&lt;br /&gt;
 }}&lt;br /&gt;
[[Category:Objects]]&lt;br /&gt;
[[Category: Weapons]]&lt;/div&gt;</summary>
		<author><name>Sarchutar</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Syndicate_Items&amp;diff=33125</id>
		<title>Syndicate Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Syndicate_Items&amp;diff=33125"/>
		<updated>2021-02-22T04:11:43Z</updated>

		<summary type="html">&lt;p&gt;Sarchutar: Removed some duplicate entries. Adjusted TC prices to the actual cost. Added saboteur module to the syndicate cyborg. Added/changed icons for some items. Added/Removed/Changed items that are included in some bundles. Changed some descriptions for minimum player requirement. Changed uplink implant description since it doesn&amp;#039;t start with tc.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision&lt;br /&gt;
|reason = This doesn&#039;t have the new Syndicate items and new stuff from Incursion mode&lt;br /&gt;
}}&lt;br /&gt;
==&#039;&#039;&#039;Syndicate Items&#039;&#039;&#039;==&lt;br /&gt;
These items can be bought through an [[#Syndicate_Uplink|uplink]] by [[Game Mode#Traitor|Traitors]] and (barring a few) [[Game Mode#Nuclear|Nuclear Operatives]].&lt;br /&gt;
==How to Get These Items==&lt;br /&gt;
{{anchor|Syndicate_Uplink}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Syndicate Uplink&lt;br /&gt;
 |image = normalpda.gif&lt;br /&gt;
 |foundin = Syndicate operatives spawn with one&lt;br /&gt;
 |usedfor = Ordering syndicate items by a traitor or syndicate operative. &lt;br /&gt;
 |strategy = Keep it locked. In case someone searches you they might look at your pda to see if it&#039;s an uplink. &lt;br /&gt;
 |description = This is where the traitor gets all his fancy items. It can be disguised as a PDA, the pen inside, or a headset. You will need to enter the code given into the ringtone selection in the messenger menu in your PDA, turn the pen or select a headset frequency.&amp;lt;br&amp;gt; From there, you can click on it and pick whatever item you want/need. However, you only have 20 telecrystals to use (In Nuke, the crystals are scaled to the population of the station. Every 10 people adds 10 crystals. Extra crystals for war ops), so choose wisely.&amp;lt;br&amp;gt; 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.&lt;br /&gt;
 }}&lt;br /&gt;
==Discounts==&lt;br /&gt;
Up to three items are randomly discounted. These items can be found at the bottom of the page. The lower initial cost, the higher chance it will be discounted. You can not buy the item at discount price more than once! Hope for a 80% off Dark Mauler! (Yes, this is possible)&lt;br /&gt;
==Bundles and Telecrystals==&lt;br /&gt;
===Contract Kit===&lt;br /&gt;
{{anchor|Contract Kit}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = &amp;quot;Contract Kit&amp;quot;&lt;br /&gt;
 |image = Contract uplink.gif&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 20 telecrystals. &lt;br /&gt;
 |usedfor = Completing kidnapping contracts for TC-rewards. &lt;br /&gt;
 |strategy = A high risk, high reward choice for a traitor who wants a real challenge.&lt;br /&gt;
 |description = &#039;&#039;&#039;15+ players only&#039;&#039;&#039;&amp;lt;br&amp;gt; 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&#039;ll be granted your own contract uplink embedded within a supplied tablet computer. Additionally, you&#039;ll be granted contractor gear to help with your mission. Comes supplied with the tablet, a specialist contractor space suit, [[#Radio_Jammer|Radio Jammer]], [[#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.&lt;br /&gt;
&lt;br /&gt;
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&#039;re extracted into their equipped ID.&lt;br /&gt;
&lt;br /&gt;
Victims that&#039;re extracted will have their items stored until they&#039;re brought back, with their items coming along with the pod they&#039;re dropped with. Extracted targets always get dropped back in the same area they were launched from.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Currently, when first assigning yourself to the uplink, you&#039;ll always be given 6 contracts.&lt;br /&gt;
&lt;br /&gt;
Unique items are available to purchase with &amp;quot;Contractor Rep&amp;quot; through the available Hub inside the uplink. You acquire two Rep per completed contract, with four different purchases available:&lt;br /&gt;
* &#039;&#039;&#039;Contractor Pinpointer - 1 Rep&#039;&#039;&#039;: 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&#039;re at the location when within ~25 units.&lt;br /&gt;
* &#039;&#039;&#039;Fulton Extraction Kit - 1 Rep&#039;&#039;&#039;: 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.&lt;br /&gt;
* &#039;&#039;&#039;Reinforcements - 2 Rep&#039;&#039;&#039;: 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&#039;ll be sent via pod, so be sure to call when by yourself.&lt;br /&gt;
* &#039;&#039;&#039;Blackout - 3 Rep&#039;&#039;&#039;: Cuts station power for a short duration.&lt;br /&gt;
&lt;br /&gt;
====[[File:Contractor_baton_retracted.png]]Contractor Baton[[File:Contractor_baton_extended.png]]====&lt;br /&gt;
This baton comes in every contract kit. If extended and used on someone when not on harm intent it causes 1.5 seconds of [[Status_Effects#Knockdown|knockdown]] and 70 [[Health#Stamina|stamina]] damage, which means it will stam-[[Status_Effects#Paralyze|paralyze]] someone with 2 hits. Has a 2.5 second cooldown between non-harm hits. Fits in a pocket when retracted. Use in hand to extend or retract. Unlike [[Security_items#Stun_Baton|other batons]], this one works on [[Cyborg|cyborgs]].  &lt;br /&gt;
&lt;br /&gt;
 }}&lt;br /&gt;
===Syndicate Bundle A: Syndi-kit Tactical===&lt;br /&gt;
{{anchor|Syndicate_Bundle}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = &amp;quot;Bundle A&amp;quot;&lt;br /&gt;
 |image = box.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 20 telecrystals.&lt;br /&gt;
 |usedfor = Random Traitoring.&lt;br /&gt;
 |strategy = Get this if you don&#039;t know what you want to get, or if you want a challenge. &lt;br /&gt;
 |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. &amp;lt;br&amp;gt;You get more than you would normally be able to at the cost of not knowing what you&#039;re going to get. This is bundle A, containing tactical item sets. &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-Bundle A&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Possible Sets&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-Bundle A&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recon&#039;&#039;&#039;&lt;br /&gt;
*X-ray Goggles&lt;br /&gt;
*[[#Briefcase_Launchpad|Briefcase Launchpad]]&lt;br /&gt;
*Binoculars&lt;br /&gt;
*[[#Syndicate_Encryption_Key|Syndicate Encryption Key]]&lt;br /&gt;
*[[#Syndicate_Space_Suit|Syndicate Space Suit]]&lt;br /&gt;
*2x Frag Grenades&lt;br /&gt;
*[[#EMP_Flashlight|EMP Flashlight]]&lt;br /&gt;
*[[#Karate_Scroll| Karate Scroll]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spy&#039;&#039;&#039;&lt;br /&gt;
*[[#Chameleon_Kit|Chameleon Jumpsuit]]&lt;br /&gt;
*[[#Chameleon_Kit|Chameleon Mask]] (with voice changer)&lt;br /&gt;
*[[#Agent_ID_Card|Agent ID Card]]&lt;br /&gt;
*[[#Camera_Bug|Camera Bug]]&lt;br /&gt;
*[[#AI_Detector|AI Detector]]&lt;br /&gt;
*[[#Syndicate_Encryption_Key|Syndicate Encryption Key]]&lt;br /&gt;
*[[#Mulligan|Mulligan Syringe]]&lt;br /&gt;
*[[#No-Slip_Chameleon_Shoes|No-Slip Chameleon Shoes]]&lt;br /&gt;
*Switchblade&lt;br /&gt;
*[[#Syndicate_Smokes|Syndicate Cigarettes]]&lt;br /&gt;
*[[#EMP_Flashlight|EMP Flashlight]]&lt;br /&gt;
*[[#Chameleon_Projector|Chameleon Projector]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stealth&#039;&#039;&#039;&lt;br /&gt;
*[[#Energy_Crossbow|Energy Crossbow]]&lt;br /&gt;
*[[#Sleepy_Pen|Sleepy Pen]]&lt;br /&gt;
*[[#Radioactive_Microlaser|Radioactive Microlaser]]&lt;br /&gt;
*[[#Chameleon_Projector|Chameleon Projector]]&lt;br /&gt;
*[[#Syndicate_Soap|Syndicate Soap]]&lt;br /&gt;
*Optical Thermal Scanners&lt;br /&gt;
*[[#EMP_Flashlight|EMP Flashlight]]&lt;br /&gt;
*[[#Radio_Jammer|Radio Jammer]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guns&#039;&#039;&#039;&lt;br /&gt;
*[[#Revolver|Revolver]]&lt;br /&gt;
*[[#357_Speedloader|Ammo .357]]&lt;br /&gt;
*[[#357_Speedloader|Ammo .357]]&lt;br /&gt;
*[[#Emag|Cryptographic Sequencer]]&lt;br /&gt;
*[[#C4|C4 Plastic Explosive]]&lt;br /&gt;
*Nitrile Gloves&lt;br /&gt;
*Clown Mask&lt;br /&gt;
*Black Jacket&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Screwed&#039;&#039;&#039;&lt;br /&gt;
*[[#Syndicate_Bomb|Syndicate Bomb Beacon]]&lt;br /&gt;
*[[#Syndicate_Minibomb|Syndicate Minibomb]]&lt;br /&gt;
*[[#Power_Sink|Power Sink]]&lt;br /&gt;
*[[#Syndicate_Space_Suit|Syndicate Space Suit]]&lt;br /&gt;
*[[#Syndicate_Encryption_Key|Syndicate Encryption Key]]&lt;br /&gt;
*[[#Energy Dagger|Energy Dagger]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Murder&#039;&#039;&#039;&lt;br /&gt;
*[[#Energy_Sword|Energy Sword]]&lt;br /&gt;
*Optical Thermal Scanner&lt;br /&gt;
*[[#Emag|Cryptographic Sequencer]]&lt;br /&gt;
*[[#No-Slip_Chameleon_Shoes|No-Slip Shoes]]&lt;br /&gt;
*[[#Syndicate_Encryption_Key|Syndicate Encryption Key]]&lt;br /&gt;
*[[#Syndicate_Minibomb|Syndicate Minibomb]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Implant&#039;&#039;&#039;&lt;br /&gt;
*[[#Freedom_Implant|Freedom Implant]]&lt;br /&gt;
*[[#Uplink_Implant|Uplink Implant]]&lt;br /&gt;
*[[#EMP_Kit|EMP Implant]]&lt;br /&gt;
*[[#Adrenal_Implant|Adrenal Implant]]&lt;br /&gt;
*Explosive Implant&lt;br /&gt;
*[[#Storage_Implant|Storage Implant]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hacker&#039;&#039;&#039;&lt;br /&gt;
*[[#Emag|Cryptographic Sequencer]]&lt;br /&gt;
*[[#Hacked_AI_Module|Hacked AI Module]]&lt;br /&gt;
*[[#Binary Encryption Key|Binary Encryption Key]]&lt;br /&gt;
*Toy AI&lt;br /&gt;
*[[#Artificial_Intelligence_Detector|AI Detector]]&lt;br /&gt;
*[[#Fully_Loaded_Toolbox|Fully Loaded Toolbox]]&lt;br /&gt;
*[[#Camera_Bug|Camera Bug]]&lt;br /&gt;
*Optical Thermal Scanners&lt;br /&gt;
*[[#Agent_ID_Card|Agent ID Card]]&lt;br /&gt;
*[[#Energy Dagger|Energy Dagger]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sabotage&#039;&#039;&#039;&lt;br /&gt;
*2x [[#C4|C4 Plastic Explosive]]&lt;br /&gt;
*2x Airlock Charge&lt;br /&gt;
*[[#Camera_Bug|Camera Bug]]&lt;br /&gt;
*[[#Power_Sink|Power Sink Beacon]]&lt;br /&gt;
*[[#Detomatix_PDA_Cartridge|Detomatix Cartridge]]&lt;br /&gt;
*[[#Fully_Loaded_Toolbox|Fully Loaded Toolbox]]&lt;br /&gt;
*[[#Pizza_Bomb|Pizza Bomb]]&lt;br /&gt;
*[[#EMP_Kit|EMP Kit]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sniper&#039;&#039;&#039;&lt;br /&gt;
*[[#Sniper_Rifle|Sniper Rifle]]&lt;br /&gt;
*[[#.50_Penetrator_Magazine|Box of Penetrator Rounds]]&lt;br /&gt;
*Optical Thermal Scanners&lt;br /&gt;
*Nitrile Gloves&lt;br /&gt;
*Clown Mask&lt;br /&gt;
*Black Jacket&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meta Ops&#039;&#039;&#039;&lt;br /&gt;
*[[#Syndicate_Hardsuit|Syndicate Hardsuit]]&lt;br /&gt;
*[[#Bulldog_Shotgun|Bulldog Shotgun]]&lt;br /&gt;
*Explosive Implant&lt;br /&gt;
*2x [[#Ammo-12g_Buckshot|Buckshot Magazines]]&lt;br /&gt;
*2x [[#C4|C4 Plastic Explosives]]&lt;br /&gt;
*[[#Emag|Cryptographic Sequencer]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
===Syndicate Bundle B: Syndi-kit Special===&lt;br /&gt;
{{anchor|Syndicate_Bundle_B}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = &amp;quot;Bundle B&amp;quot;&lt;br /&gt;
 |image = box.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 20 telecrystals.&lt;br /&gt;
 |usedfor = Random Traitoring.&lt;br /&gt;
 |strategy = Get this if you don&#039;t know what you want to get, or if you want a challenge.&lt;br /&gt;
 |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. &amp;lt;br&amp;gt;You get more than you would normally be able to at the cost of not knowing what you&#039;re going to get. This is bundle B, containing gimmicky item sets. &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-Bundle B&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Possible Sets&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-Bundle B&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bond&#039;&#039;&#039;&lt;br /&gt;
*[[#Stechkin|Stechkin Pistol]]&lt;br /&gt;
*[[#Universal_Suppressor|Suppressor]]&lt;br /&gt;
*[[#10mm_Handgun_Magazine|10mm Magazine]]&lt;br /&gt;
*[[#10mm_Armour_Piercing_Magazine|10mm Armour Piercing Magazine]]&lt;br /&gt;
*[[#10mm Hollow_Point_Magazine|10mm Hollow Point Magazine]]&lt;br /&gt;
*[[#Chameleon_Kit|Chameleon Jumpsuit]]&lt;br /&gt;
*[[#Agent_ID_Card|Agent ID Card]]&lt;br /&gt;
*[[#Stimpack|Stimpack]]&lt;br /&gt;
*Damp rag&lt;br /&gt;
*[[#Syndicate_Encryption_Key|Syndicate Encryption Key]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ninja&#039;&#039;&#039;&lt;br /&gt;
*Katana&lt;br /&gt;
*[[#Adrenal_Implant|Adrenal Implant]]&lt;br /&gt;
*6x Throwing Stars&lt;br /&gt;
*[[#Chameleon_Kit|Chameleon Toolbelt]]&lt;br /&gt;
*[[#Agent_ID_Card|Agent ID Card]]&lt;br /&gt;
*[[#Chameleon_Projector|Chameleon Projector]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Lord&#039;&#039;&#039;&lt;br /&gt;
*[[#Double-bladed_Energy_Sword|Double-Bladed Energy Sword]]&lt;br /&gt;
*Telekinesis SE Injector&lt;br /&gt;
*[[#Agent_ID_Card|Agent ID Card]]&lt;br /&gt;
*Dark Lord robes&lt;br /&gt;
*[[#No-Slip_Chameleon_Shoes|No-Slip Shoes]]&lt;br /&gt;
*[[Wizard#Robeless_Spells|Summon Item Spellbook]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;White Whale, Holy Grail&#039;&#039;&#039;&lt;br /&gt;
*Kinetic Speargun&lt;br /&gt;
*Quiver with 30 Magspears&lt;br /&gt;
*Carp space suit&lt;br /&gt;
*Carp mask&lt;br /&gt;
*Carp delivery grenade&lt;br /&gt;
*[[#Dehydrated_Space_Carp|Dehydrated Space Carp]]&lt;br /&gt;
*[[#Syndicate Sentience Potion|Syndicate Sentience Potion]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mad Scientist&#039;&#039;&#039;&lt;br /&gt;
*Mad Scientist Labcoat&lt;br /&gt;
*Jackboots&lt;br /&gt;
*Megaphone&lt;br /&gt;
*2x random cluster grenades&lt;br /&gt;
*[[#Bioterror_Foam_Grenade|Bioterror Foam Grenade]]&lt;br /&gt;
*4x Remote Signaling Device&lt;br /&gt;
*[[#Fully_Loaded_Toolbox|Syndicate Toolbox]]&lt;br /&gt;
*[[#Energy_Dagger|Energy Dagger]]&lt;br /&gt;
*Bluespace Wormhole Projector&lt;br /&gt;
*[[Research_items#Decloner|Decloner]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bee&#039;&#039;&#039;&lt;br /&gt;
*Bee objective&lt;br /&gt;
*Bee costume&lt;br /&gt;
*Bee mask&lt;br /&gt;
*Yellow fanny pack&lt;br /&gt;
*3x [[#Buzzkill_Grenade_Box|Buzzkill Grenades]]&lt;br /&gt;
*Beesease reagent&lt;br /&gt;
*Bee gun - A gun that fires bees. Can be filled with reagents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mr Freeze&#039;&#039;&#039;&lt;br /&gt;
*Cold glasses&lt;br /&gt;
*Black gloves&lt;br /&gt;
*[[#Chameleon_Kit|Chameleon Mask]]&lt;br /&gt;
*Winter coat&lt;br /&gt;
*Winter boots&lt;br /&gt;
*4x Gluon Grenades&lt;br /&gt;
*[[Guide_to_genetics#Geladikinesis|Geladikinesis DNA injector]]&lt;br /&gt;
*[[Guide_to_genetics#Cryokinesis|Cryokinesis DNA injector]]&lt;br /&gt;
*[[Security_items#Temperature_Gun|Temperature Gun]]&lt;br /&gt;
*Blue energy saber&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
===Syndicate Surplus Crate===&lt;br /&gt;
{{anchor|Syndicate_Surplus_Crate}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = &amp;quot;Crate&amp;quot;&lt;br /&gt;
 |image = GrayCrate.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 20 telecrystals.&lt;br /&gt;
 |usedfor = Taking a gamble or getting tons of items.&lt;br /&gt;
 |strategy = This can contain nearly everything on the uplink. If you want to take a gamble, buy it.&lt;br /&gt;
 |description = &#039;&#039;&#039;20+ players only&#039;&#039;&#039;&amp;lt;br&amp;gt; It&#039;s a crate. It contains 50 telecrystals worth of &#039;&#039;completely random&#039;&#039; Syndicate items. This can be anything from an [[#Emag|Emag]] to a [[#Syndicate_Playing Cards|Deck of Cards]]. It can be useless junk or really good. It can be fun to buy if you have an easy objective or want to switch up your strategy.&lt;br /&gt;
 }}&lt;br /&gt;
===Syndicate Lootbox Crate===&lt;br /&gt;
{{anchor|Syndicate_Lootbox_Crate}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = &amp;quot;Crate&amp;quot;&lt;br /&gt;
 |image = GrayCrate.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 20 telecrystals.&lt;br /&gt;
 |usedfor = Throwing a D20 and multiplying the result by 5, unless you hit 20 which will multiply it by 10.&lt;br /&gt;
 |strategy = This can contain nearly everything on the uplink. If you want to take a gamble, buy it.&lt;br /&gt;
 |description = &#039;&#039;&#039;30+ players only&#039;&#039;&#039;&amp;lt;br&amp;gt; It&#039;s a crate. It contains 5-200 telecrystals worth of &#039;&#039;completely random&#039;&#039; Syndicate items. This can be anything from an [[#Emag|Emag]] to a [[#Syndicate_Playing Cards|Deck of Cards]]. It can be useless junk or really good. It can be fun to buy if you have an easy objective or want to switch up your strategy, but if you roll 1 you will only be greeted with a sense of pride and accomplishment. Roll 20 and the syndicate will congratulate you with a printed report for the captain to read out loud if they so choose.&lt;br /&gt;
 }}&lt;br /&gt;
===1 Raw Telecrystal===&lt;br /&gt;
{{anchor|1_Raw_Telecrystal}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Telecrystal&lt;br /&gt;
 |image = Tc.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 1 telecrystal.&lt;br /&gt;
 |usedfor = Giving other traitors or the nuke ops leader TC, charging F.R.A.M.E. cartridges.&lt;br /&gt;
 |strategy = These crystals can be used to regular uplinks, nuke ops uplinks and F.R.A.M.E. cartridges.&lt;br /&gt;
 |description = A telecrystal in its rawest and purest form; can be utilized on active uplinks to increase their telecrystal count.&lt;br /&gt;
 }}&lt;br /&gt;
===5 Raw Telecrystals===&lt;br /&gt;
{{anchor|5_Raw_Telecrystals}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Telecrystal&lt;br /&gt;
 |image = Tc.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 5 telecrystals.&lt;br /&gt;
 |usedfor = Giving other traitors or the nuke ops leader TC, charging F.R.A.M.E. cartridges.&lt;br /&gt;
 |strategy = These crystals can be used to regular uplinks, nuke ops uplinks and F.R.A.M.E. cartridges.&lt;br /&gt;
 |description = Five telecrystals in their rawest and purest form; can be utilized on active uplinks to increase their telecrystal count.&lt;br /&gt;
 }}&lt;br /&gt;
===20 Raw Telecrystals===&lt;br /&gt;
{{anchor|20_Raw_Telecrystals}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Telecrystal&lt;br /&gt;
 |image = Tc.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 20 telecrystals.&lt;br /&gt;
 |usedfor = Giving other traitors or the nuke ops leader TC, charging F.R.A.M.E. cartridges.&lt;br /&gt;
 |strategy = These crystals can be used to regular uplinks, nuke ops uplinks and F.R.A.M.E. cartridges.&lt;br /&gt;
 |description = Twenty telecrystals in their rawest and purest form; can be utilized on active uplinks to increase their telecrystal count.&lt;br /&gt;
 }}&lt;br /&gt;
===Super Surplus Crate===&lt;br /&gt;
{{anchor|Super_Surplus_Crate}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = &amp;quot;Crate&amp;quot;&lt;br /&gt;
 |image = GrayCrate.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 40 telecrystals.&lt;br /&gt;
 |usedfor = Teaming up with another traitor to gamble all your TC. &lt;br /&gt;
 |strategy = The 40 TC price means that you have to team up with at least one other traitor. Use codewords!&lt;br /&gt;
 |description = &#039;&#039;&#039;30+ players only&#039;&#039;&#039;&amp;lt;br&amp;gt; This big boy contains 125 TC worth of items. If you feel you can trust other traitors, why not?&lt;br /&gt;
 }}&lt;br /&gt;
===Random Item===&lt;br /&gt;
{{anchor|Random_Item}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = &amp;quot;???&amp;quot;&lt;br /&gt;
 |image = GrayCrate.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs a random amount of telecrystals.&lt;br /&gt;
 |usedfor = Purchasing a random item. &lt;br /&gt;
 |strategy = Buy something completely random.&lt;br /&gt;
 |description = Picking this will purchase a random item. Useful if you have some TC to spare or if you haven&#039;t decided on a strategy yet.&lt;br /&gt;
 }}&lt;br /&gt;
==Conspicuous and Dangerous Weapons==&lt;br /&gt;
===Box of Throwing Weapons===&lt;br /&gt;
{{anchor|Box_of_Throwing_Weapons}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Box of Throwing Weapons&lt;br /&gt;
 |image = Syndibox.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 3 telecrystals. &lt;br /&gt;
 |usedfor = Murdering people by throwing things.&lt;br /&gt;
 |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.&lt;br /&gt;
 |contents = 5x[[File:Tstar.png]], 2x[[File:Rbola.png]]&lt;br /&gt;
 |description = This kit contains five throwing stars and two reinforced bolas. Throwing stars will deal heavy brute damage on hit and automatically embed, causing further brute and bleeding over time.&amp;lt;br&amp;gt; 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]].&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Energy Sword===&lt;br /&gt;
{{anchor|Energy_Sword}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Energy Sword&lt;br /&gt;
 |image = ESword.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 8 telecrystals. &lt;br /&gt;
 |usedfor = Mass murder.&lt;br /&gt;
 |strategy = This sword will usually crit someone in three to four hits (more if the target is armored). It leaves a bloody mess though. When it is on it has a chance to deflect projectiles.  Needs to be turned on before use. Can fit in a pocket if shut off.&lt;br /&gt;
 |description = This is a melee weapon that will do a lot of (30) brute damage. It also has a high chance to knock someone down, or outright uncouncious. It has two states, on and off. When it&#039;s off, you can fit it into your pocket, but it&#039;s a terrible weapon.&amp;lt;br&amp;gt; Activate it to switch between the two states, but be warned, turning it on or off causes a very loud and distinct noise. It is also a very good combo combined with the [[#Mini Energy Crossbow|e-bow]]&#039;s knockdown. You have a decent chance of reflecting projectiles with it when turned on.&lt;br /&gt;
Most often found in the hands of [[Traitor|Traitors]] and [[Nuclear Operative|Nuke Ops]], however Nanotrasen also likes to make use of them, mainly in [[Emergency_Response_Team|Red Alert ERTs]] and [[Death Squad|Death Squads]]. &lt;br /&gt;
You can also hit it with a multitool to make it a RAINBOW SWORD.&lt;br /&gt;
 }}&lt;br /&gt;
===Double-bladed Energy Sword===&lt;br /&gt;
{{anchor|Double-bladed_Energy_Sword}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Double-bladed Energy Sword&lt;br /&gt;
 |image = DoubleESword.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 18 telecrystals. &lt;br /&gt;
 |usedfor = SUPER mass murder, making security and all their stunning and lasers completely irrelevant.&lt;br /&gt;
 |strategy = Simply having this weapon active will completely ruin anyone who tries to shoot you with a taser.&lt;br /&gt;
 |description = &#039;&#039;&#039;25+ players only&#039;&#039;&#039;&amp;lt;br&amp;gt; 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.&amp;lt;br&amp;gt; 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.&amp;lt;br&amp;gt; This makes unrobust Security completely and totally useless at range, and makes them easy kills if they get hit by their own taser shots. This sword is not unstoppable, however. It also has a chance to reflect bullets, but this is somewhat unreliable.&amp;lt;br&amp;gt; It will also not stop melee attacks, so try to avoid the inevitable jousting matches with stunbatons and disarm intent. Temperature gun shots go right through this.&lt;br /&gt;
 }}&lt;br /&gt;
===Gloves of the North Star===&lt;br /&gt;
{{anchor|Gloves of the North Star}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = &amp;quot;Gloves of the North Star&amp;quot;&lt;br /&gt;
 |image = Brokenbottle.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 8 telecrystals.&lt;br /&gt;
 |usedfor = ATATATATATA &lt;br /&gt;
 |strategy = Buy this if you want to punch people really quickly.&lt;br /&gt;
 |description = A pair of gloves that lets you punch things extremely fast. You can even set a battlecry from your favorite Japanese anime! Does not work with weapons and hulk hands. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Holoparasite|Holoparasites]]===&lt;br /&gt;
{{anchor|Holoparasite_Injector_Kit}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Holoparasite injector kit&lt;br /&gt;
 |image = Syndibox.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 18 telecrystals. &lt;br /&gt;
 |usedfor = ORAORAORAORAORA&lt;br /&gt;
 |strategy = Has many strategic options depending on which type of Holoparasite you choose to summon. &lt;br /&gt;
 |description = &#039;&#039;&#039;25+ players only&#039;&#039;&#039;&amp;lt;br&amp;gt; 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. &lt;br /&gt;
 }}&lt;br /&gt;
===Powerfist===&lt;br /&gt;
{{anchor|Powerfist}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Power Fist&lt;br /&gt;
 |image = powerfist.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 6 telecrystals. &lt;br /&gt;
 |usedfor = break some bones (if this were Baystation).&lt;br /&gt;
 |strategy = This weapon&#039;s main strength is throwing people away from you and/or into a fire, open airlock, electrified airlock, emagged gibber etc.&lt;br /&gt;
 |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.&amp;lt;br&amp;gt; To mount a gas tank, simply click on the powerfist with the tank in your hand. The pressure valve can be adjusted with a wrench to the setting 1,2 and 3. To remove an empty tank, use a screwdriver on the powerfist. &amp;lt;br&amp;gt;&lt;br /&gt;
Setting one has force 20 and launches people 1 tile away.&amp;lt;br&amp;gt;&lt;br /&gt;
Setting two and three double and triple these values respectively, so 40/60 damage and 2/3 tiles thrown. &amp;lt;br&amp;gt;&lt;br /&gt;
From a standard, filled tank of air one should expect 4 full punches on setting two and 3 on setting three. &amp;lt;br&amp;gt; &lt;br /&gt;
}}&lt;br /&gt;
===Stechkin===&lt;br /&gt;
{{anchor|Stechkin}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Stechkin Pistol&lt;br /&gt;
 |image = stetchkin.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 7 telecrystals&lt;br /&gt;
 |usedfor = Quick and concealable murder.&lt;br /&gt;
 |strategy = Keep it hidden, it&#039;s possible to gain this gun by other means beyond being a traitor but the average Security Officer will assume it&#039;s Syndicate until proven otherwise.&lt;br /&gt;
 |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&#039;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.&amp;lt;br&amp;gt; Can be fitted with a suppressor, which makes it a very lethal and effective weapon of murder. However, this increases the size to normal and will no longer fit in your pocket. Uses [[#10mm_Handgun_Magazine|10mm ammunition]]. &lt;br /&gt;
 }}&lt;br /&gt;
===Revolver===&lt;br /&gt;
{{anchor|Revolver}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = .357 Revolver&lt;br /&gt;
 |image = Revolver.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 12 telecrystals&lt;br /&gt;
 |usedfor = Very quick and loud murder.&lt;br /&gt;
 |strategy = Keep the thing hidden, as people know it&#039;s only available to syndicates. Also, it makes a lot of noise, so be careful.&lt;br /&gt;
 |description = It&#039;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&#039;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.&amp;lt;br&amp;gt; This gun comes loaded with 7 rounds, more can be bought from your uplink or created with a hacked autolathe. The damage is high enough to quickly blow up a supermatter crystal. Uses [[#357_Speedloader|.357 ammunition]]. &lt;br /&gt;
 }}&lt;br /&gt;
===Toy Pistol with Riot Darts===&lt;br /&gt;
{{anchor|Toy_Gun_with_Riot_Darts}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Toy Gun with Riot Darts&lt;br /&gt;
 |image = Toy_gun.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 2 telecrystals.&lt;br /&gt;
 |usedfor = Hiding a stunning weapon in plain sight.&lt;br /&gt;
 |strategy = This gun is identical to the normal toy guns, but it shoots stamina-damaging darts that can knock down.&lt;br /&gt;
 |description = An innocent-looking toy pistol designed to fire foam darts. Comes loaded with [[#Box_of_Riot_Darts|riot-grade darts]] effective at incapacitating a target.&lt;br /&gt;
 }}&lt;br /&gt;
===Poisoned Knife===&lt;br /&gt;
{{anchor|Poisoned_Knife}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Poisoned Knife&lt;br /&gt;
 |image = poisonknife.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 8 telecrystals.&lt;br /&gt;
 |usedfor = Injecting chemicals or toxins while in combat.&lt;br /&gt;
 |strategy = Buy with poison kit, apply to target.&lt;br /&gt;
 |description = A knife that can store 40u of liquids, which are then injected when stabbing something. Deals 12 brute damage.&lt;br /&gt;
 }}&lt;br /&gt;
==Stealthy and Inconspicuous Weapons==&lt;br /&gt;
===Dart Pistol===&lt;br /&gt;
{{anchor|Dart_Pistol}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Dart Pistol&lt;br /&gt;
 |image = Dart_pistol.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 3 telecrystals. &lt;br /&gt;
 |usedfor = Shooting chemicals. Useful with the Poison Kit.&lt;br /&gt;
 |strategy = Use it as you would a normal syringe gun; the only difference is that it fits into a pocket.&lt;br /&gt;
 |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.&lt;br /&gt;
 }}&lt;br /&gt;
===Dehydrated Space Carp===&lt;br /&gt;
{{anchor|Dehydrated_Space_Carp}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Dehydrated Space Carp&lt;br /&gt;
 |image = Carp_plush.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 1 telecrystal.&lt;br /&gt;
 |usedfor = Sudden carp invasions.&lt;br /&gt;
 |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&#039;t attack you once spawned.&lt;br /&gt;
 |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.&lt;br /&gt;
 }}&lt;br /&gt;
===Energy Dagger===&lt;br /&gt;
{{anchor|Energy Dagger}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Energy Dagger&lt;br /&gt;
 |image = Edagger.gif&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 3 telecrystals. &lt;br /&gt;
 |usedfor = Last resort combat.&lt;br /&gt;
 |strategy = Shove it in your PDA. Don&#039;t bring it out until you need it, because everyone knows only syndicates have energy blades.&lt;br /&gt;
 |description = It&#039;s a dagger that does 18 brute on hit, and 35 brute when thrown. It can be disguised and hidden as a pen. Keep it out of sight and then bring it out once you&#039;ve got somebody on the ropes.&amp;lt;br&amp;gt; It&#039;s better than most weapons very cheap, so it&#039;s not a bad last resort. Unless people know you have it they&#039;re very unlikely to search your PDA pen slot. &lt;br /&gt;
 }}&lt;br /&gt;
===Karate Scroll===&lt;br /&gt;
{{anchor|Karate_Scroll}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Karate Scroll&lt;br /&gt;
 |image = Scroll.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 4 telecrystals. &lt;br /&gt;
 |usedfor = Fighting people with your fists.&lt;br /&gt;
 |strategy = This scroll will teach you art of Karate, makings your hits stronger and letting you do cool combos.&lt;br /&gt;
 |description = You must keep reading the scroll until you get a message saying you have mastered the ability. This will take some time and you will see several smaller flavor messages while reading. The Karate style is basically cheaper version of Sleeping Carp, helping you incapatate enemies with combo hits. Your punches will also do exactly 7 damage.&lt;br /&gt;
Possible Combos:&lt;br /&gt;
*&#039;&#039;&#039;Calf Kick&#039;&#039;&#039;: Harm Grab Disarm. Paralyses one of your opponent&#039;s legs.&lt;br /&gt;
*&#039;&#039;&#039;Jumping Knee&#039;&#039;&#039;: Harm Disarm Harm. Deals significant stamina damage and knocks your opponent down briefly.&lt;br /&gt;
*&#039;&#039;&#039;Karate Chop&#039;&#039;&#039;: Grab Harm Disarm. Very briefly confuses your opponent and blurs their vision.&lt;br /&gt;
*&#039;&#039;&#039;Floor Stomp&#039;&#039;&#039;: Harm Grab Harm. Deals brute and stamina damage if your opponent isn&#039;t standing up.&lt;br /&gt;
 }}&lt;br /&gt;
===Martial Arts Scroll===&lt;br /&gt;
{{anchor|Martial_Arts_Scroll}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Martial Arts Scroll&lt;br /&gt;
 |image = Scroll.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 16 telecrystals. &lt;br /&gt;
 |usedfor = Fighting ranged attackers, killing people with your fists.&lt;br /&gt;
 |strategy = This scroll will teach you tYhe Sleeping Carp style, making you immune to ranged attacks but also unable to use guns, while making your hits stronger. &lt;br /&gt;
 |description = &#039;&#039;&#039;20+ players only&#039;&#039;&#039;&amp;lt;br&amp;gt;You must keep reading the scroll until you get a message saying you have mastered the ability. This will take some time and you will see several smaller flavor messages while reading. The Sleeping Carp style then lets you ignore all ranged attacks, whether energy or physical (but not thrown items). Dodging an attack this way will make a noticeable sound and message, which will alert everyone close of this skill, and thus of your traitor status.&amp;lt;br&amp;gt; You will also not be able to use any ranged weapon, as it would be dishonorable. &lt;br /&gt;
Your punches do 10 to 15 brute, and your grabs will start as aggressive.&lt;br /&gt;
You can also combo attacks by switching intents while hitting. Possible Combos:&lt;br /&gt;
* &#039;&#039;&#039;Wrist Wrench&#039;&#039;&#039;: Disarm Disarm. Forces the opponent to drop the item in his hand. Stuns for 6 seconds. Does not work if target is stunned or paralyzed. &lt;br /&gt;
* &#039;&#039;&#039;Back Kick&#039;&#039;&#039;: Harm Grab. The opponent must be facing away from you. Paralyzes for 8 seconds. Does not work if target is paralyzed. &lt;br /&gt;
* &#039;&#039;&#039;Stomach Knee&#039;&#039;&#039;: Grab Harm. Knocks the wind out of the opponent and stuns for 4 seconds. Does not work if target is paralyzed. &lt;br /&gt;
* &#039;&#039;&#039;Head Kick&#039;&#039;&#039;: Disarm Harm Harm. Decent damage, forces the opponent to drop the item in his hand. Stuns for 8 seconds. Does not work if target is paralyzed. &lt;br /&gt;
* &#039;&#039;&#039;Elbow Drop&#039;&#039;&#039;: Harm Disarm Harm Disarm Harm. The opponent must be on the ground. Deals huge damage, and instantly kills anyone in critical condition. &lt;br /&gt;
 }}&lt;br /&gt;
===Gamma Bow===&lt;br /&gt;
{{anchor|Mini_Energy_Crossbow}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = {{anchor|Gamma_Bow}}Gamma Bow&lt;br /&gt;
 |image = Ebow.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 8 telecrystals&lt;br /&gt;
 |usedfor = Irradiating people.&lt;br /&gt;
 |strategy = Poison crewmates.&lt;br /&gt;
 |description = This weapon &amp;lt;b&amp;gt;is&amp;lt;/b&amp;gt; meant for killing. Though this weapon does make a sound when fired, it is still very quiet, and can easily be concealed in your pocket.&amp;lt;br&amp;gt; Additionally this weapon does not provide any message that it has been fired just like E-bow. Strong when paired with a disabler or anything that kills stamina. It has no shot limit, but takes a while to charge each shot, roughly 25 seconds. Each shot delivers random toxins to 10u Polonium, 5u Fentanyl, 5u Toxin and 10u Radium, that disorient and irradite the target.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mini Energy Crossbow===&lt;br /&gt;
{{anchor|Mini_Energy_Crossbow}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = {{anchor|Miniature_Energy_Crossbow}}Miniature Energy Crossbow&lt;br /&gt;
 |image = Ebow.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 12 telecrystals&lt;br /&gt;
 |usedfor = Stunning people.&lt;br /&gt;
 |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.&lt;br /&gt;
 |description = This weapon is not meant for killing, rather it is intended for stunning. Though this weapon does make a sound when fired, it is still very quiet, and can easily be concealed in your pocket.&amp;lt;br&amp;gt; Additionally this weapon does not provide any message that it has been fired. Strong when paired with an energy sword, as it cannot reliably kill anything by itself. It has no shot limit, but takes a while to charge each shot. Each shot deals 15 toxin damage, [[Status_Effects#Knockdown|knocks down]] for 1 second, deals 60 stamina damage and blurs the vision of the target. It takes two hits to [[Status_Effects#Paralyze|paralyze]] someone. &lt;br /&gt;
 }}&lt;br /&gt;
===Boxed Origami Kit===&lt;br /&gt;
{{anchor|Boxed Origami Kit}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = {{anchor|Origami}}Boxed Origami Kit&lt;br /&gt;
 |image = Syndibox.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 6 telecrystals&lt;br /&gt;
 |usedfor = Folding paper airplanes. &lt;br /&gt;
 |strategy = Lets you fold any paper into sharp paper airplanes to hit people in the eyes with. &lt;br /&gt;
 |description = The box contains a book able teach you The Art of Origami, and 5 ordinary papers. Activate the book in hand to read it until you get the message &amp;quot;You feel like you&#039;ve got a good handle on origami!&amp;quot;. This will give you a new HUD icon. Click the HUD icon to toggle origami folding on. When on, any paper airplane you fold (by alt-clicking a paper) will turn into a deadly throwing weapon, which looks the same as an ordinary paper airplane. These planes will deal 20 brute damage on thrown hit and cause bleeding. Victums not wearing any eyewear it will also be [[Status_Effects#Paralyze|paralyzed]] for 4 seconds plus and take eye damage. These planes will always hit people in the eyes, regardless of which body part you&#039;re aiming at. &lt;br /&gt;
 }}&lt;br /&gt;
===Poison Kit===&lt;br /&gt;
{{anchor|Poison_Kit}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Poison Kit&lt;br /&gt;
 |image = Syndibox.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 7 telecrystals. &lt;br /&gt;
 |usedfor = Murdering people silently. &lt;br /&gt;
 |strategy = Inject these poisons into food, medicines, cryotubes, or just shoot them with a syringe gun.&lt;br /&gt;
 |contents = [[File:Bottle.png]][[File:Syringe.png]]&lt;br /&gt;
 |description = This kit contains a bottle each of [[Guide to chemistry#Polonium|Polonium]], [[Guide to chemistry#Venom|Venom]], [[Guide to chemistry#Fentanyl|Fentanyl]], [[Guide to chemistry#Formaldehyde|Formaldehyde]], [[Guide to chemistry#Cyanide|Cyanide]], [[Guide to chemistry#Histamine|Histamine]], [[Guide to chemistry#Initropidil|Initropidil]], [[Guide to chemistry#Pancuronium|Pancuronium]], [[Guide to chemistry#Sodium Thiopental|Sodium Thiopental]], [[Guide to chemistry#Coniine|Coniine]], [[Guide to chemistry#Curare|Curare]] and [[Guide to chemistry#Amanitin|Amanitin]], with a free syringe to inject them with. &lt;br /&gt;
 }}&lt;br /&gt;
===Romerol===&lt;br /&gt;
{{anchor|Romerol}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Romerol&lt;br /&gt;
 |image = Syndibox.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 25 telecrystals. &lt;br /&gt;
 |usedfor = Creating a zombie infestation. &lt;br /&gt;
 |strategy = Inject into food, medicines, cryotubes, or just shoot it with a syringe gun.&lt;br /&gt;
 |contents = [[File:Bottle12.png]][[File:Eyedropper.png]][[File:Syringe.png]]&lt;br /&gt;
 |description = [[Guide_to_chemistry#Romerol|Romerol]] adds a zombie infection organ to victims. When those victims die, they will revive as zombies who can infect other people. Because [[Guide_to_chemistry#Romerol|Romerol]] costs more than 20 telecrystals, at least two traitors will need to collaborate to buy it. It can be applied to corpses directly, allowing creation of zombies from corpses in the [[Morgue]].&lt;br /&gt;
 }}&lt;br /&gt;
===Sleepy Pen===&lt;br /&gt;
{{anchor|Sleepy_Pen}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = &amp;quot;Pen&amp;quot;&lt;br /&gt;
 |image = Pen.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 5 telecrystals. &lt;br /&gt;
 |usedfor = Disabling people, making people look dead.&lt;br /&gt;
 |strategy = This item will paralyze people, so they cannot talk and will collapse after a short time. It will quickly wear off.&lt;br /&gt;
 |description = This is a very devious little item. It is a refillable instant injector that looks like a pen. The pen can hold up to 45u reagents and starts with 20u [[Guide_to_chemistry#Chloral_Hydrate|Chloral Hydrate]], 15u [[Guide to chemistry#Mute_Toxin|Mute-Toxin]], and 10u [[Guide to chemistry#Tirizene|Tirizene]], which prevents people from talking and causing them to fall asleep after about 20 seconds at most. They can still see and hear everything around them, until they actually fall asleep. Does not penetrate hardsuits. The victim will feel a tiny prick but the stab will be invisible to others. &amp;lt;br&amp;gt; The default [[Guide_to_chemistry|chemicals]] inside are completely non-lethal, so if you want to kill with it you need [[Syndicate Items#Poison Kit|something else]]. Not available to [[Syndicate guide|Nuke Ops]].&lt;br /&gt;
 }}&lt;br /&gt;
===Universal Suppressor===&lt;br /&gt;
{{anchor|Suppressor}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Suppressor&lt;br /&gt;
 |image = Suppressor.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 2 telecrystals.&lt;br /&gt;
 |usedfor = Silencing weapons. &lt;br /&gt;
 |strategy = Attach it to your [[#Stechkin|Stechkin]], or to other ballistic weapons (that isn&#039;t a revolver or shotgun) to silence and remove the weapon&#039;s attack messages.&lt;br /&gt;
 |description = A universal syndicate small-arms suppressor for maximum espionage. Can be attached to almost any non-revolver/shotgun firearm. Remove it by alt-clicking the firearm. &lt;br /&gt;
 }}&lt;br /&gt;
==Ammunition==&lt;br /&gt;
===.357 Speedloader===&lt;br /&gt;
{{anchor|357_Speedloader}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = .357 Speedloader&lt;br /&gt;
 |image = 357_speedloader.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 2 telecrystals. Also made in hacked autolathes, costs 50,000 metal units.&lt;br /&gt;
 |usedfor = Ammo for the [[#Revolver|Revolver]].&lt;br /&gt;
 |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.&lt;br /&gt;
 |description = This is ammo for the [[#Revolver|Revolver]]. It gives the revolver 7 more shots. It can be used by clicking on an empty revolver while you hold the ammo in your active hand.&amp;lt;br&amp;gt; These can not be printed in a hacked autolathe anymore. Only ammunition can be printed and used to reload speedloaders or the gun one bullet at a time.&lt;br /&gt;
 }}&lt;br /&gt;
===10mm Handgun Magazine===&lt;br /&gt;
{{anchor|10mm_Handgun_Magazine}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = 10mm Handgun Magazine&lt;br /&gt;
 |image = 10mmMag.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 1 telecrystals. Loose ammo boxes can be made in a hacked autolathe, costs 50,000 metal units.&lt;br /&gt;
 |usedfor = Ammunition for the [[#Stechkin|Stechkin]].&lt;br /&gt;
 |strategy = Order in conjunction with the stechkin for extra killing potential. Using on a stechkin already loaded with a magazine will do a &#039;&#039;tacticool reload&#039;&#039;, replacing the old magazine with it and dropping the old magazine under your feet. Can be handloaded from a loose ammo box.&lt;br /&gt;
 |description = This is ammo for the [[Syndicate Items#Stechkin|Stechkin]]. It gives the stechkin a full clip. It can be used by either using a stechkin in hand to remove the old magazine and loading it in, or using directly for a tactical reload.&amp;lt;br&amp;gt; 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&#039;s more economical to simply load new magazines by clicking on them with the printable ammo boxes.&lt;br /&gt;
 }}&lt;br /&gt;
===10mm Armour Piercing Magazine===&lt;br /&gt;
{{anchor|10mm_Armour_Piercing_Magazine}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = 10mm Armour Piercing Magazine&lt;br /&gt;
 |image = 10mmmagAP.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 2 telecrystals.&lt;br /&gt;
 |usedfor = Armour piercing ammunition for the [[#Stechkin|Stechkin]].&lt;br /&gt;
 |strategy = Order this when you want to kill someone armoured like security staff.&lt;br /&gt;
 |description = An additional 8-round 10mm magazine; compatible with the [[#Stechkin|Stechkin Pistol]]. These rounds are less effective at injuring the target but penetrate protective gear.&lt;br /&gt;
 }}&lt;br /&gt;
===10mm Incendiary Magazine===&lt;br /&gt;
{{anchor|10mm_Incendiary_Magazine}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = 10mm Incendiary Magazine&lt;br /&gt;
 |image = 10mmmagfire.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 2 telecrystals.&lt;br /&gt;
 |usedfor = Ammunition for the [[#Stechkin|Stechkin]] which sets the target on fire.&lt;br /&gt;
 |strategy = Order this when you want to see someone burn.&lt;br /&gt;
 |description = An additional 8-round 10mm magazine; compatible with the [[#Stechkin|Stechkin Pistol]]. Loaded with incendiary rounds which ignite the target.&lt;br /&gt;
 }}&lt;br /&gt;
===10mm Hollow Point Magazine===&lt;br /&gt;
{{anchor|10mm Hollow_Point_Magazine}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = 10mm Hollow Point Magazine&lt;br /&gt;
 |image = 10mmmaghollow.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 3 telecrystals.&lt;br /&gt;
 |usedfor = Ammunition for the [[#Stechkin|Stechkin]] which deals more damage against unarmoured targets.&lt;br /&gt;
 |strategy = Order this when you want to kill someone who is likely unarmoured.&lt;br /&gt;
 |description = An additional 8-round 10mm magazine; compatible with the [[#Stechkin|Stechkin Pistol]]. These rounds are more damaging but ineffective against armour.&lt;br /&gt;
 }}&lt;br /&gt;
===Box of Riot Darts===&lt;br /&gt;
{{anchor|Box_of_Riot_Darts}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Ammo-riot darts&lt;br /&gt;
 |image = Foambox_riot.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 2 telecrystals.&lt;br /&gt;
 |usedfor = Ammo for the foam force [[#Toy_Gun_with_Riot_Darts|Toy Handgun]].&lt;br /&gt;
 |strategy = Order as extra ammo for the toy gun. Generally not a good idea as riot darts themselves are re-usable.&lt;br /&gt;
 |description = This is ammo for the [[#Toy_Gun_with_Riot_Darts|Toy Gun]]. Buy this if you cannot get it from a hacked autolathe, or reuse the ones you shot.&lt;br /&gt;
 }}&lt;br /&gt;
== Grenades and Explosives ==&lt;br /&gt;
=== Airlock Charge ===&lt;br /&gt;
{{Item|foundin=Ordered via Syndicate Uplink, costs 4 telecrystals.|name=Airlock Charge|usedfor=Sabotaging Airlocks to Explode when Opened.|description=A small explosive device that can be used to sabotage airlocks to cause an explosion upon opening. To apply, remove the airlock&#039;s maintenance panel and place it within.|strategy=Use on a door that only your target would use. Hope they open it.|image=Door_charge.png|bgcolor1=#cccccc|bgcolor2=#cccccc}}&lt;br /&gt;
=== Composition C-4 ===&lt;br /&gt;
{{anchor|Composition C-4}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = C-4&lt;br /&gt;
 |image = C4.gif&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 1 telecrystal.&lt;br /&gt;
 |usedfor = Blowing stuff up.&lt;br /&gt;
 |strategy = Stick it on things that need to blow up.&lt;br /&gt;
 |description = This pack of explosives can detonate and destroy almost anything it is placed on, after any chosen amount of seconds (the shortest being 10). C4 takes 3 seconds to set up, and requires you to be un-interrupted.&amp;lt;br&amp;gt; You can also attach a signaler to detonate instantly, among other things. Can be directly placed on mobs, but will only deal around 50 damage and not gib.&lt;br /&gt;
 }}&lt;br /&gt;
===Bag of C-4 Explosives===&lt;br /&gt;
{{anchor|Bag_of_C-4_Explosives}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Bag of C-4 Explosives&lt;br /&gt;
 |image = Duffle_syndie.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 8 telecrystals. (20% discount)&lt;br /&gt;
 |usedfor = Blowing lots of stuff up.&lt;br /&gt;
 |strategy = Stick it on things that need to blow up.&lt;br /&gt;
 |description = Contains 10 [[#C4|C4]] charges in a handy dufflebag, to use however you want. Activate in hand to set a timer. The timer will then start when you place the C4 on something. Placing C4 takes a few seconds (progress bar). &lt;br /&gt;
 }}&lt;br /&gt;
===Bag of X-4 Explosives===&lt;br /&gt;
{{anchor|Bag_of_X-4_Explosives}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Bag of X-4 Explosives&lt;br /&gt;
 |image = X4.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 4 telecrystals.&lt;br /&gt;
 |usedfor = Blowing stuff up.&lt;br /&gt;
 |strategy = Stick it on things that need to blow up.&lt;br /&gt;
 |description = Contains 3 X4 charges in a handy dufflebag, to use however you want. X4 is a more powerful version of [[#C4|C4]], and will also deal damage in a cone behind the target.&lt;br /&gt;
 }}&lt;br /&gt;
===EMP Kit===&lt;br /&gt;
{{anchor|EMP_Kit}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = EMP Kit&lt;br /&gt;
 |image = Syndibox.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 4 telecrystals. &lt;br /&gt;
 |usedfor = The disabling of technology, such as cameras, radios, etc.&lt;br /&gt;
 |strategy = Best used aggressively against technology, such as destroying an AI. If you wish to opt for a more stealthy approach, the [[#Cryptographic Sequencer|Cryptographic Sequencer]] and [[#EMP Flashlight|EMP Flashlight]] are usually better. Note that EMP grenades are the pretty much the only reliable way to stop an approaching cyborg from afar as a traitor, unless you have access to an [[Security_items#Ion_rifle|Ion rifle]].&lt;br /&gt;
 |contents = [[file:Emp grenade.png]]x6[[file:injector.png]]&lt;br /&gt;
 |description = These are weapons used for disabling electronics like the AI&#039;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.&amp;lt;br&amp;gt; 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.&amp;lt;br&amp;gt; If you EMP a group of sec officers before a fight, they&#039;ll be completely disarmed of stun weaponry (as of right now, emp will only drain about 20% of a stunbaton&#039;s total charge, though) aside from [[Security_items#Flash|Flashes]] and [[Security_items#Flashbang|Flashbangs]]. They also stun cyborgs for a good deal of time.&lt;br /&gt;
 }}&lt;br /&gt;
===Exploding Rubber Duck===&lt;br /&gt;
{{anchor|Exploding_Rubber_Duck}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Exploding Rubber Duck&lt;br /&gt;
 |image = Rubberduck.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 4 telecrystal.&lt;br /&gt;
 |usedfor = Blowing stuff up.&lt;br /&gt;
 |strategy = Buy it as Clown and use it as ghetto banana peel. Die inevitably.&lt;br /&gt;
 |description = A seemingly innocent rubber duck. Click on floor tile to place. It arms with same speed as C-4 (3 seconds), and will violently explode when stepped on. Similar explosion to Syndicate Minibomb.&lt;br /&gt;
 }}&lt;br /&gt;
===High-Yield Exploding Rubber Duck===&lt;br /&gt;
{{anchor|High-Yield_Exploding_Rubber_Duck}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = High-Yield Exploding Rubber Duck&lt;br /&gt;
 |image = Rubberduck.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 10 telecrystal.&lt;br /&gt;
 |usedfor = Blowing stuff up.&lt;br /&gt;
 |strategy = BOOOOM!!!&lt;br /&gt;
 |description = A seemingly innocent rubber duck. Click on floor tile to place. It arms with same speed as C-4 (3 seconds), and will violently explode when stepped on. This one is armed like X4 and explosion radius is similar to meth grenade.&lt;br /&gt;
 }}&lt;br /&gt;
===Detomatix PDA Cartridge===&lt;br /&gt;
{{anchor|Detomatix_PDA_Cartridge}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Detomatix Cartridge&lt;br /&gt;
 |image = Pda cartrige.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 6 telecrystals. &lt;br /&gt;
 |usedfor = Making other&#039;s [[PDA]]s explode. &lt;br /&gt;
 |strategy = Use this to hurt your target from afar, or wait until you can see them, detonate their PDA, and then quickly kill them. &lt;br /&gt;
 |description = A cartridge for your [[PDA]]. When inserted, it will allow you to use the missile program to attempt to remotely detonate other people&#039;s [[PDA]]s in a kind of weak explosion (Still powerful enough to knock out people and destroy the victim&#039;s ID, though).&amp;lt;br&amp;gt; Your target [[PDA]] will need the messenger function turned on in order to attempt this, and you need to scan for other [[PDA]]s, then import the list.  Despite this it is a decent way of sowing panic aboard the station, or softening up a target for an assassination attempt.&amp;lt;br&amp;gt; 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.&amp;lt;br&amp;gt; For syndicates, this cartridge has the blast door toggle function for the [[Syndicate guide|syndicate shuttle]] as well, allowing you to open the door when the person with the military [[PDA]] has died horribly.&lt;br /&gt;
 }}&lt;br /&gt;
===Pizza Bomb===&lt;br /&gt;
{{anchor|Pizza_Bomb}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Pizza Bomb&lt;br /&gt;
 |image = Pizza_bomb.gif&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 3 telecrystals. &lt;br /&gt;
 |usedfor = Tasty bomb delivery.&lt;br /&gt;
 |strategy = This pizza box contains a bomb inside, a bit stronger than a [[#Syndicate_Minibomb|Syndicate Minibomb]]. To arm it, open the box, using the other hand take out the pizza, drop the pizza, use the box again with your empty hand to set the timer, put the pizza back in, close it. The next person to open it will trigger the bomb!&lt;br /&gt;
 |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!&lt;br /&gt;
 }}&lt;br /&gt;
===Slipocalypse Clusterbang===&lt;br /&gt;
{{anchor|Slipocalypse_Clusterbang}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Slipocalypse Clusterbang&lt;br /&gt;
 |image = Clusterbang.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 4 telecrystals.&lt;br /&gt;
 |usedfor = Making a large area slippery with soap.&lt;br /&gt;
 |strategy = Once used, it will split into several grenades, which in turn will spawn a bar of [[#Syndicate_Soap|Syndicate Soap]] each.&lt;br /&gt;
 |description = A traditional clusterbang grenade with a payload consisting entirely of Syndicate soap. Useful in any scenario!&lt;br /&gt;
 }}&lt;br /&gt;
===Syndicate Bomb===&lt;br /&gt;
{{anchor|Syndicate_Bomb}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Syndicate Bomb&lt;br /&gt;
 |image = Syndicate_Bomb.gif&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 12 telecrystals.&lt;br /&gt;
 |usedfor = Making really big holes.&lt;br /&gt;
 |strategy = Place somewhere safe, activate, and run. Make sure nobody defuses it. Protip: You can remove the payload (screwdriver, cut all wires, crowbar it out) and detonate it with [[#C4|C4]] for a quick bang. &lt;br /&gt;
 |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.&amp;lt;br&amp;gt; &lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Despite their cost, an expertly made tank bomb can still outdo the explosion caused by these.&lt;br /&gt;
 }}&lt;br /&gt;
===Syndicate Minibomb===&lt;br /&gt;
{{anchor|Syndicate_Minibomb}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Syndicate Minibomb&lt;br /&gt;
 |image = Syndicate_Minibomb.gif&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 5 telecrystals. &lt;br /&gt;
 |usedfor = Blowing shit up, making holes in the station.&lt;br /&gt;
 |strategy = Cook the grenade in your hand (for no longer than at most two seconds) and throw it at someone when they least expect it. Use it on crowds or downed targets.&lt;br /&gt;
 |description = The Minibomb is a grenade with a five-second fuse. It will cause a small explosion, but that explosion will still create holes to space. It can usually outright kill or even gib an unarmored target. Those wearing armor may survive. A messier and more costly alternative to using an [[Makeshift_weapons#IED|IED]] on a corpse.&lt;br /&gt;
 }}&lt;br /&gt;
===Explosive Flashbulb===&lt;br /&gt;
{{anchor|Explosive Flashbulb}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Explosive Flashbulb&lt;br /&gt;
 |image =Flashbulb.png &lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 1 telecrystal.&lt;br /&gt;
 |usedfor = Blowing oblivious crew up.&lt;br /&gt;
 |strategy = Use wirecutters on flash and install this thing.&lt;br /&gt;
 |description = A flashbulb stuffed with explosives that when used by an oblivious security officers, will cause a violent explosion. Strenght similar to Water/pot mixture, except it actually kills the user (unless they have bomb damage reduction).&lt;br /&gt;
 }}&lt;br /&gt;
==Stealth and Camouflage Items==&lt;br /&gt;
===Chameleon Kit===&lt;br /&gt;
{{anchor|Chameleon_Kit}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Chameleon Kit&lt;br /&gt;
 |image = Syndibox.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 2 telecrystals. &lt;br /&gt;
 |usedfor = A complete kit of clothing (jumpsuit, vest, shoes, gloves, mask, hat, PDA, gun, stamp and headset) capable of changing color and shape. Lightly armored. &lt;br /&gt;
 |strategy = Very useful for traitors who want to try a stealthy approach by disguising as a bunch of crewmembers.&lt;br /&gt;
 |description = Each part of the disguise kit gives a HUD button in the top-left corner to individually change each part. The shoes in this kit do not prevent slipping.&amp;lt;br&amp;gt; &lt;br /&gt;
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.&lt;br /&gt;
 }}&lt;br /&gt;
===No-Slip Chameleon Shoes===&lt;br /&gt;
{{anchor|No-Slip_Chameleon_Shoes}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = No-Slip Chameleon Shoes&lt;br /&gt;
 |image = Brshoe.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 3 telecrystals. &lt;br /&gt;
 |usedfor = Not slipping.&lt;br /&gt;
 |strategy = These can be bought separately from the chameleon kit if you don&#039;t need the rest.&lt;br /&gt;
 |description = Similar to the [[#Chameleon_Kit|Chameleon Kit]] these shoes have an action button to change shape, but unlike the chameleon shoes they also protect you from slips. &lt;br /&gt;
 }}&lt;br /&gt;
===Agent ID Card===&lt;br /&gt;
{{anchor|Agent_ID_Card}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Agent Identification Card&lt;br /&gt;
 |image = Id_regular.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 2 telecrystals. &lt;br /&gt;
 |usedfor = Concealing your identity and avoiding security/the AI.&lt;br /&gt;
 |strategy = Copy someone&#039;s name and access while being near invisible to the AI and security bots. Use in conjunction with a [[#Chameleon_Kit|Chameleon Kit]] or at least a mask.&lt;br /&gt;
 |description = This is a special ID card with multiple uses: &lt;br /&gt;
* The AI&#039;s camera eye can no longer track/jump to you and instead has to manually follow you.&lt;br /&gt;
* Having an agent card in your ID slot will reduce security bots&#039; threat assessment level by 2. This makes them ignore most offenses and even arrest warrants as long as you don&#039;t stack more than one offense.&lt;br /&gt;
* You can forge the card&#039;s name, assignment, account ID, and look. This works in combination with the chameleon kit&#039;s voice changer!&lt;br /&gt;
* Agent IDs copy the access of other ID cards they&#039;re used on. Lots of fun at the HoPline. Basic access is Maintenance and Syndicate. &lt;br /&gt;
* Forging for the first time will automatically assign your account ID to it.&lt;br /&gt;
}}&lt;br /&gt;
===Chameleon Projector===&lt;br /&gt;
{{anchor|Chameleon_Projector}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Chameleon Projector&lt;br /&gt;
 |image = Chameleon projector.gif&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 7 telecrystals. &lt;br /&gt;
 |usedfor = Hiding as an item on the station.&lt;br /&gt;
 |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&#039;t pick you up. Move only when nobody&#039;s looking.&lt;br /&gt;
 |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&#039;re not already holding, and if someone tries to pick you up the disguise fails and you change back to normal.&amp;lt;br&amp;gt; Incredibly useful, and a lot of fun, if you use it correctly. You cannot be detected by the AI when it is active.&amp;lt;br&amp;gt; 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&#039;re on or past that. This makes disguising as a cigarette butt very useful for making them waste all their shots.&lt;br /&gt;
 }}&lt;br /&gt;
===Camera Bug===&lt;br /&gt;
{{anchor|Camera_Bug}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Camera Bug&lt;br /&gt;
 |image = Camera_Bug.gif&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 1 telecrystal. &lt;br /&gt;
 |usedfor = Spying through cameras.&lt;br /&gt;
 |strategy = Can be used to know when people are in a certain area so you know when to detonate a bomb, or sneak through and steal something, or murder someone. Can also be used to remotely disable many cameras at the same time. &lt;br /&gt;
 |description = When activated in your hand, you will see a list of all active cameras on the station, for you to use to spy on people or areas as you please. You do not need to use the Camera Bug on cameras to be able to remotely view them. It can also track people. The Camera Bug used to be upgradable, but now has network, tracking, and sabotage upgrades by default and can not be further upgraded. Use the Camera Bug on a camera to bug it. Bugging a camera will allow you to remotely disable that camera through the &#039;tracking menu&#039;. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
===Smuggler&#039;s Satchel===&lt;br /&gt;
{{anchor|Smuggler&#039;s_Satchel}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Smuggler&#039;s Satchel&lt;br /&gt;
 |image = Smuggler.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 1 telecrystals, it can also be  found randomly hidden on station with contraband inside.&lt;br /&gt;
 |usedfor = Hiding items under floortiles.&lt;br /&gt;
 |strategy = Use it to stash contraband or bombs under the crew&#039;s feet.&lt;br /&gt;
 |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.&amp;lt;br&amp;gt; Satchel contents no longer persist between rounds, blame the guys who gave themselves traitor and wizard items every other round. &lt;br /&gt;
}}&lt;br /&gt;
===Stimpack===&lt;br /&gt;
{{anchor|Stimpack}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Stimpack&lt;br /&gt;
 |image = Stimulant_medipen.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 5 telecrystals. &lt;br /&gt;
 |usedfor = Speed and reducing stuns for a long time.&lt;br /&gt;
 |strategy = Use it on yourself before a fight with security.&lt;br /&gt;
 |description = This stimulant medipen comes loaded with 50u [[Guide_to_chemistry#Stimulants|Stimulants]], which will heavily increase your run speed, reduce stuns and give a small heal over time.&lt;br /&gt;
}}&lt;br /&gt;
===Syndicate Soap===&lt;br /&gt;
{{anchor|Syndicate_Soap}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = &amp;quot;Soap&amp;quot;&lt;br /&gt;
 |image = Synsoap.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 1 telecrystal. &lt;br /&gt;
 |usedfor = Cleaning things, and slipping people on it.&lt;br /&gt;
 |strategy = Can be used for a quick clean up if you lack space cleaner, so you&#039;re not covered in blood, or it can be used like a banana peel.&lt;br /&gt;
 |description = It&#039;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.&lt;br /&gt;
 }}&lt;br /&gt;
===Mulligan===&lt;br /&gt;
{{anchor|Mulligan}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Mulligan&lt;br /&gt;
 |image = Syringe.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 3 telecrystals. &lt;br /&gt;
 |usedfor = Changing identity.&lt;br /&gt;
 |strategy = Use it on yourself and find new clothes.&lt;br /&gt;
 |description = This syringe comes loaded with a [[Guide_to_chemistry#Mulligan Toxin|Mulligan Toxin]] that will randomize your appearance and identity, permanently.&lt;br /&gt;
}}&lt;br /&gt;
===EMP Flashlight===&lt;br /&gt;
{{anchor|EMP Flashlight}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Flashlight&lt;br /&gt;
 |image = flashlight.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 3 telecrystals. &lt;br /&gt;
 |usedfor = Disabling technology, such as cameras, radios, doors, cyborgs, etc. Can also be used to unlock lockers. &lt;br /&gt;
 |strategy = Best used stealthily against technology. For the traitor who prefers a more delicate touch. &lt;br /&gt;
 |description = Behaves in almost an exactly similar way to the EMP kit&#039;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.&amp;lt;br&amp;gt; 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.&lt;br /&gt;
 }}&lt;br /&gt;
===Adaptive Cardboard Cutouts===&lt;br /&gt;
{{anchor|Adaptive_Cardboard_Cutouts}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Adaptive Cardboard Cutouts&lt;br /&gt;
 |image = Syndibox.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 1 telecrystal. &lt;br /&gt;
 |usedfor = Making the crew believe in a nonexistant threat.&lt;br /&gt;
 |strategy = Place them somewhere, and disguise them as anything. &lt;br /&gt;
 |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.&lt;br /&gt;
 }}&lt;br /&gt;
===Decoy Nuclear Authentication Disk===&lt;br /&gt;
{{anchor|Decoy_Nuclear_Authentication_Disk}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Nuclear Authentication Disk&lt;br /&gt;
 |image = NuclearDisk.gif&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 1 telecrystal. &lt;br /&gt;
 |usedfor = Fooling the crew into thinking that the nuclear authentication disk is safe.&lt;br /&gt;
 |strategy = Leave it in the [[Captains Quarters]] and hope he doesn&#039;t examine it.&lt;br /&gt;
 |description = It&#039;s just a normal disk. Visually it&#039;s identical to the real deal, and only the [[Captain]] or nuclear operatives can identify it.&amp;lt;br&amp;gt;&lt;br /&gt;
Regular crew will find out by looking at the pinpointer or trying to put it in the nuke.&amp;lt;br&amp;gt;&lt;br /&gt;
Don&#039;t try to give this to &amp;lt;s&amp;gt;us&amp;lt;/s&amp;gt; the Syndicate to complete your objective, they know better!&lt;br /&gt;
 }}&lt;br /&gt;
=== Chameleon Bangproof Headset ===&lt;br /&gt;
{{Item|name=Chameleon Bangproof Headset|bgcolor1=#cccccc|bgcolor2=#cccccc|foundin=Ordered via syndicate uplink. Costs 2 telecrystals.|usedfor=Providing yourself protection from flashbangs.|strategy=Take the encryption keys out of current headset. Put into chameleon headset. Combine with Syndicate Encryption keys and disguise headset as the headset you normally have. Additionally combine with flash protection and ignore flash bangs.|description=A headset reinforced to protect the ears from flashbangs, enhanced with chameleon disguise technology.|image=Syndheadset.png}}&lt;br /&gt;
=== Chameleon Flashproof Glasses ===&lt;br /&gt;
{{Item|name=Chameleon Flashproof Glasses|image=Welding_Goggles.png|bgcolor1=#cccccc|bgcolor2=#cccccc|foundin=Ordered via syndicate uplink. Costs 2 telecrystals.|usedfor=Stopping yourself from being flashed.|strategy=Disguise as glasses of choice. Combine with bangproof headset, and ignore flashbangs.|description=A pair of glasses reinforced to protect the eyes from welding flashes, enhanced with chameleon disguise technology.}}&lt;br /&gt;
=== Chameleon Combat Gloves ===&lt;br /&gt;
{{Item|name=Chameleon Combat Gloves|image=CGloves.png|bgcolor1=#cccccc|bgcolor2=#cccccc|foundin=Ordered via syndicate uplink. Costs 1 telecrystal.|usedfor=Shock protection when hacking doors.|strategy=Disguise gloves as some sort of gloves which won&#039;t draw attention from greytiders. Hack doors without fear of being shocked.|description=A pair of gloves reinforced with fire and shock resistance, enhanced with chameleon disguise technology.}}&lt;br /&gt;
==Space Suits and Hardsuits==&lt;br /&gt;
===Syndicate Space Suit===&lt;br /&gt;
{{anchor|Syndicate_Space_Suit}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Syndicate Space Suit&lt;br /&gt;
 |image = Syndi_suit.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 3 telecrystals. &lt;br /&gt;
 |usedfor = Surviving space.&lt;br /&gt;
 |strategy = Wear it while going in space, store it in your backpack when you&#039;re done.&lt;br /&gt;
 |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. &amp;lt;br&amp;gt; Resistances: melee = 40, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30, fire = 80, acid = 85. &lt;br /&gt;
 }}&lt;br /&gt;
===Syndicate Hardsuit===&lt;br /&gt;
{{anchor|Syndicate_Hardsuit}}{{anchor|Blood-Red_Hardsuit}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Syndicate Hardsuit (Blood-red Hardsuit)&lt;br /&gt;
 |image = Syndi_hardsuit.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 7 telecrystals. &lt;br /&gt;
 |usedfor = Surviving space, tactical armor.&lt;br /&gt;
 |strategy = Wear it while going in space, store it in your backpack when you&#039;re done.&lt;br /&gt;
 |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&#039;t slow down movement, and fairly resistant armor, all while fitting in backpacks. &amp;lt;br&amp;gt; Resistances: melee = 40, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50, fire = 50, acid = 90. &lt;br /&gt;
 }}&lt;br /&gt;
==Devices and Tools==&lt;br /&gt;
===Cryptographic Sequencer===&lt;br /&gt;
{{anchor|Cryptographic_Sequencer}}{{anchor|Emag}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Cryptographic Sequencer&lt;br /&gt;
 |image = Emag.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 6 telecrystals. &lt;br /&gt;
 |usedfor = Gaining entrance to restricted areas or lockers, unlocking hidden features in machinery, bending cyborgs to your will.&lt;br /&gt;
 |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.&lt;br /&gt;
 |description = Also called an Emag (&#039;&#039;&#039;e&#039;&#039;&#039;lectro&#039;&#039;&#039;mag&#039;&#039;&#039;netic card), it allows you to quite literally open anything (and break it in the process) and can alter many many things on the station.&amp;lt;br&amp;gt; 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&#039;s day. Emagging something is different from [[Hacking]] something. &lt;br /&gt;
&lt;br /&gt;
[[Emag|See here for further info about what things can be hacked/opened by swiping them with an Emag.]]&lt;br /&gt;
 }}&lt;br /&gt;
===Fully Loaded Toolbox===&lt;br /&gt;
{{anchor|Fully_Loaded_Toolbox}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = &amp;quot;Suspicious Looking Toolbox&amp;quot;&lt;br /&gt;
 |image = Syndicatetools.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 1 telecrystal. There&#039;s also a couple found on the derelict space station.&lt;br /&gt;
 |usedfor = Obtaining tools and combat gloves. &lt;br /&gt;
 |strategy = Useful in a pinch if the AI has bolted you in somewhere and you have no other way to escape.&lt;br /&gt;
 |contents = [[File:Screwdriver tool.png|link=Screwdriver]] [[File:Wrench.png|link=Wrench]] [[File:Welder.png|link=Welding Tool]]&amp;lt;br&amp;gt; [[File:Crowbar.png|link=Crowbar]] [[File:Multitool.png|link=Multitool]] [[File:Wirecutters.png|link=Wirecutters]]&lt;br /&gt;
 |description = It&#039;s a suspicious looking toolbox, filled with ordinary tools. Except instead of an [[analyzer]], it comes with a [[multitool]] and [[Clothing_and_Accessories#Combat Gloves|combat gloves]]. It&#039;s also slightly more robust than a regular toolbox.&lt;br /&gt;
 }}&lt;br /&gt;
===Hypnotic Flash===&lt;br /&gt;
{{anchor|Hypnotic_Flash}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = &amp;quot;Flash&amp;quot;&lt;br /&gt;
 |image = Flash.gif&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 7 telecrystals.&lt;br /&gt;
 |usedfor = Hypnotizing people into following absurd orders.&lt;br /&gt;
 |strategy = This flash is capable of inflicting the [[Guide_to_Traumas#Severe|Hypnotic Stupor]] on vulnerable people.&amp;lt;br&amp;gt; As soon as they&#039;ve been flashed, they will be hypnotized by the first sentence they hear and gain an obsessive compulsion to obey it.&lt;br /&gt;
  |description = To be considered vulnerable, a player must not be implanted with a [[Security_items#Mindshield_Implant|Mindshield Implant]] and either be hallucinating, sleeping, at extremely low sanity or suffering from the [[Guide_to_Traumas#Mild|Dumbness trauma]]. Will trigger confusion, dizziness, drowzyness and pacify on both untargeted (use in hand) and targeted (click on sprite) flash, but needs targeted flash to hypnotize.&lt;br /&gt;
 }}&lt;br /&gt;
===Syndicate Surgery Duffelbag===&lt;br /&gt;
{{anchor|Syndicate_Surgery_Duffelbag}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Syndicate Surgery Duffelbag&lt;br /&gt;
 |image = Duffle_syndiemed.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 3 telecrystals.&lt;br /&gt;
 |usedfor = Surgery. &lt;br /&gt;
 |strategy = Use it to perform any kind of surgical crime.&lt;br /&gt;
 |contents = [[File:Hemostat.png|link=Hemostat]] [[File:Scalpel.png|link=Scalpel]] [[File:Retractor.png|link=Retractor]]&amp;lt;br&amp;gt; [[File:Cautery.png|link=Cautery]] [[File:Saw.png|link=Circular Saw]] [[File:Drill.png|link=Surgical Drill]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Drapes.png|link=Surgical Drapes]] [[File:Muzzle.png|link=Muzzle]] [[File:Straight_Jacket.png|link=Straightjacket]] [[File:MMI.png|link=Syndicate MMI]]&lt;br /&gt;
 |description = Contains all the possible tools for surgery; in addition, the MMI inside will automatically [[#Emag|Emag]] any cyborg it&#039;s inserted in.&lt;br /&gt;
 }}&lt;br /&gt;
===Chest Rig===&lt;br /&gt;
{{anchor|Chest_Rig}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Chest Rig&lt;br /&gt;
 |image = Chest rig.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 1 telecrystal.&lt;br /&gt;
 |usedfor = Storing combat equipment.&lt;br /&gt;
 |strategy = Use it to store many weapons when you intend to go loud.&lt;br /&gt;
 |description = A robust seven-slot set of webbing that is capable of holding all manner of tactical equipment.&lt;br /&gt;
 }}&lt;br /&gt;
===Syndicate Tome===&lt;br /&gt;
{{anchor|Syndicate_Tome}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Syndicate Tome&lt;br /&gt;
 |image = Syndicate_tome.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 3 telecrystals.&lt;br /&gt;
 |usedfor = Healing and harming. &lt;br /&gt;
 |strategy = Use it to heal other traitors you&#039;ve teamed up with.&lt;br /&gt;
 |description = A copy of the chaplain&#039;s bible that&#039;s usable by you. Won&#039;t bless water or rooms though.&lt;br /&gt;
 }}&lt;br /&gt;
===Thermal Imaging Glasses===&lt;br /&gt;
{{anchor|Thermal_Imaging_Glasses}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Thermal Imaging Glasses&lt;br /&gt;
 |image = Optical_Thermal_Scanner.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 3 telecrystals.&lt;br /&gt;
 |usedfor = Seeing people, creatures, and synthetics through walls.&lt;br /&gt;
 |strategy = Used for tracking your targets and spotting threats or security ambushes.&lt;br /&gt;
 |description = When worn, this item allows you to see any human, alien, cyborg, and even AIs through walls. Can be disguised as any kind of glasses. Wearing this leaves you very vulnerable to [[Security_items#Flash|flashes]], [[Security_items#Flashbang|flashbangs]], and EMP. Using a welding tool with this on may cause you to go blind.&lt;br /&gt;
 }}&lt;br /&gt;
===Binary Translator Key===&lt;br /&gt;
{{anchor|Binary_Translator_Key}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Binary Translator Key&lt;br /&gt;
 |image = Binary_encryption.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 4 telecrystals.&lt;br /&gt;
 |usedfor = Communicating with the [[AI]] and [[Cyborg|Cyborgs]].&lt;br /&gt;
 |strategy = Eavesdropping on the AI&#039;s conversation with its cyborgs. Communicate with the AI after you&#039;ve subverted it.&lt;br /&gt;
 |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.&amp;lt;br&amp;gt; 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).&lt;br /&gt;
 }}&lt;br /&gt;
===Syndicate Encryption Key===&lt;br /&gt;
{{anchor|Syndicate_Encryption_Key}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Syndicate Encryption Key&lt;br /&gt;
 |image = Syndicate encryption.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 2 telecrystals.&lt;br /&gt;
 |usedfor = Listening in on all of the station&#039;s radio chatter and communicating with other traitors that have purchased it.&lt;br /&gt;
 |strategy = Eavesdrop on security. Communicate with other traitors for cooperative goodness.&lt;br /&gt;
 |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.&amp;lt;br&amp;gt; This tool will allow you to listen in on all of the station department&#039;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.&lt;br /&gt;
 }}&lt;br /&gt;
===Artificial Intelligence Detector===&lt;br /&gt;
{{anchor|Artificial_Intelligence_Detector}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = &amp;quot;Multitool&amp;quot;&lt;br /&gt;
 |image = Multitool.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 1 telecrystal.&lt;br /&gt;
 |usedfor = Knowing when the AI is watching you. Checking camera coverage and possible multicams.&lt;br /&gt;
 |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&#039;t looking.&lt;br /&gt;
 |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&#039;ll be yellow.&amp;lt;br&amp;gt; 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.&amp;lt;br&amp;gt; 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.&lt;br /&gt;
 }}&lt;br /&gt;
===Hacked AI Upload Module===&lt;br /&gt;
{{anchor|Hacked_AI_Upload_Module}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Hacked AI Law Upload Module&lt;br /&gt;
 |image = Circuitboard.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 9 telecrystals.&lt;br /&gt;
 |usedfor = Changing the [[AI]]&#039;s laws to what you want.&lt;br /&gt;
 |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.&lt;br /&gt;
 |description = This is a more powerful version of the [[AI_modules#Standard_AI_Modules|Freeform]] AI Module. It allows you to upload Hacked laws onto the AI from any AI Upload Console. Unlike Freeform, the name of the person who uploaded it is not revealed to the AI.&amp;lt;br&amp;gt; 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.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Power Sink===&lt;br /&gt;
{{anchor|Power_Sink}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Power Sink&lt;br /&gt;
 |image = Powersink.gif&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 10 telecrystals. &lt;br /&gt;
 |usedfor = Sucks up all the station power, causing a black-out.&lt;br /&gt;
 |strategy = This will suck up all the station&#039;s power very quickly. Use it on the main station&#039;s power grid to suck it. Don&#039;t place it on solars, as it will only suck out the solar&#039;s power.&lt;br /&gt;
 |description = This bad boy is a station engineers and AI&#039;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 &#039;&#039;&#039;RAPID&#039;&#039;&#039; rate.&amp;lt;br&amp;gt; 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!&lt;br /&gt;
 }}&lt;br /&gt;
===Power Beacon===&lt;br /&gt;
{{anchor|Power_Beacon}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = &amp;quot;Ominous Beacon&amp;quot;&lt;br /&gt;
 |image = Beacon.gif&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 10 telecrystals.&lt;br /&gt;
 |usedfor = Attracting a loose singularity/tesla towards the beacon at a &amp;lt;s&amp;gt;brisk&amp;lt;/s&amp;gt; leisurly pace. Barely seen anymore since the introduction of the Supermatter engine.&lt;br /&gt;
 |strategy = Set it up in a secluded location, then release the singularity. Excellent for forcing a shuttle call and succeeding in escape alone objectives.&lt;br /&gt;
 |description = Placed like a powersink, screwdriver to secure it on an exposed wire node (at least 15,000 watts) and use an open hand to turn it on; the singularity beacon will attract the singularity/tesla towards it, if it is loose.&amp;lt;br&amp;gt; &lt;br /&gt;
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.&amp;lt;br&amp;gt; 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. &lt;br /&gt;
 }}&lt;br /&gt;
===Briefcase Launchpad===&lt;br /&gt;
{{anchor|Briefcase_Launchpad}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Briefcase Launchpad&lt;br /&gt;
 |image = Briefcase_launchpad.gif&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 5 telecrystals.&lt;br /&gt;
 |usedfor = Breaking into secure areas, theft, kidnapping, teleporting bombs.&lt;br /&gt;
 |strategy = Set it up near a wall to a secure area, teleport over it, teleport back.&lt;br /&gt;
 |description = A briefcase containing a miniature launchpad, able to teleport objects and mobs up to 8 tiles away and back in any direction. It&#039;s controlled via a remote disguised as a folder, allowing the user to use it in reverse when escaping.&lt;br /&gt;
&lt;br /&gt;
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&#039;re done, click and drag the briefcase and drop it to your character&#039;s sprite.&lt;br /&gt;
 }}&lt;br /&gt;
===Radioactive Microlaser===&lt;br /&gt;
{{anchor|Radioactive_Microlaser}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = &#039;Health Analyzer&#039;&lt;br /&gt;
 |image = Healthanalyzer.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 3 telecrystals.&lt;br /&gt;
 |usedfor = Stealthily irradiating people.&lt;br /&gt;
 |strategy = Use it on someone, wait for the radiations to kick in and knock them out.&lt;br /&gt;
 |description = A radioactive microlaser disguised as a standard Nanotrasen health analyzer. When used, it emits a powerful burst of radiation, which, after a short delay, can incapacitate all but the most protected of humanoids.&amp;lt;br&amp;gt; It has two settings: intensity, which controls the power of the radiation, and wavelength, which controls how long the radiation delay is.&lt;br /&gt;
 }}&lt;br /&gt;
===Radio Jammer===&lt;br /&gt;
{{anchor|Radio_Jammer}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Radio Jammer&lt;br /&gt;
 |image = radio_jammer.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 3 telecrystals.&lt;br /&gt;
 |usedfor = Disrupting any nearby outgoing radio communication.&lt;br /&gt;
 |strategy = Activate it before killing someone so they can&#039;t scream over radio.&lt;br /&gt;
 |description = This device will block any nearby outgoing radio communication when activated. Activate it and put it in your pocket or backpack.&lt;br /&gt;
 }}&lt;br /&gt;
===Codespeak Manual===&lt;br /&gt;
{{anchor|Codespeak_Manual}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Codespeak Manual&lt;br /&gt;
 |image = red_book.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 2 telecrystals.&lt;br /&gt;
 |usedfor = Learning Codespeak, the language of the Syndicate. Now has unlimited uses.&lt;br /&gt;
 |strategy = Read it or hit fellow Syndicate agents with it. Useful in case crew gains access to the Syndicate comms channel.&lt;br /&gt;
 |description = Syndicate agents can be trained to use a series of codewords to convey complex information, which sounds like random concepts and drinks to anyone listening.&amp;lt;br&amp;gt; This manual teaches you, or anyone hit by it Codespeak. Unlimited uses. Use ,t before saying something to speak in Codespeak.&lt;br /&gt;
 }}&lt;br /&gt;
===F.R.A.M.E. PDA Cartridge===&lt;br /&gt;
{{anchor|F.R.A.M.E._PDA_Cartridge}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = F.R.A.M.E Cartridge&lt;br /&gt;
 |image = Pda_cartrige.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 4 telecrystals.&lt;br /&gt;
 |usedfor = Making someone elses PDA a fake Syndicate Uplink.&lt;br /&gt;
 |strategy = Use it to frame someone as a traitor or to send them Telecrystals.&lt;br /&gt;
 |description = It has five charges, and upon using a charge, it will unlock the target&#039;s PDA to a Syndicate Uplink with zero TC. You will also receive the code needed to unlock the PDA.&amp;lt;br&amp;gt; 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.&lt;br /&gt;
 }}&lt;br /&gt;
===Protocol CRAB-17 Phone===&lt;br /&gt;
{{anchor|Protocol CRAB-17 Phone}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Protocol CRAB-17 Phone (The suspicious phone)&lt;br /&gt;
 |image = Crab_phone.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 8 telecrystals. Only 1 in stock. &lt;br /&gt;
 |usedfor = Draining crew funds. &lt;br /&gt;
 |strategy = Use it to force the crew to convert their money into cash or rush a spacecoin market. &lt;br /&gt;
 |description = This device lets you launch another device that drains the funds of all crewmembers to your bank account. When used, the phone will start draining the crew&#039;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.&lt;br /&gt;
 }}&lt;br /&gt;
===Experimental Syndicate Teleporter===&lt;br /&gt;
{{anchor|Syndicate Teleporter}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Experimental Syndicate Teleporter&lt;br /&gt;
 |image = syndi_tele.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 8 telecrystals.&lt;br /&gt;
 |usedfor = Teleporting into rooms you don&#039;t have access to.&lt;br /&gt;
 |strategy = Use it to get around quickly and escape dangerous situations.&lt;br /&gt;
 |description = A prototype syndicate teleporter with lethal consequences for failure. When used, it teleports you 4-8 tiles in the direction you are facing. If the destination is a wall, the teleporter will try an emergency parallel teleport up to three tiles from the wall. &#039;&#039;&#039;If this emergency teleport fails to find an open tile to move the operator, you will teleport into the wall and die.&#039;&#039;&#039; The teleporter is suspectible to EMPs, and using it while wearing a bag of holding will prevent your emergency teleport from activating. Teleporting onto people will harm and stun then briefly, excellent for getting a surprise attack on an unsuspecting victim. The teleporter has a maximum of 4 charges, and will recharge one every 20 seconds.&lt;br /&gt;
 }}&lt;br /&gt;
==Implants==&lt;br /&gt;
===Adrenal Implant===&lt;br /&gt;
{{anchor|Adrenal_Implant}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Adrenal Implant&lt;br /&gt;
 |image = Injector.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 8 telecrystals.&lt;br /&gt;
 |usedfor = Removing stuns, healing.&lt;br /&gt;
 |strategy = Surprise arresting officers by popping right back up after being tased. Proceed to murder shocked arresting officers.&lt;br /&gt;
 |description = &#039;&#039;&#039;20+ players only&#039;&#039;&#039;&amp;lt;br&amp;gt; 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.&lt;br /&gt;
}}&lt;br /&gt;
===Freedom Implant===&lt;br /&gt;
{{anchor|Freedom_Implant}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Freedom Implant&lt;br /&gt;
 |image = Injector.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 4 telecrystals.&lt;br /&gt;
 |usedfor = Escaping an arrest.&lt;br /&gt;
 |strategy = Instantly uncuffing yourself so you can make your escape/kill the arresting officer.&lt;br /&gt;
 |description = If you inject yourself with the implanter inside, you can instantly get out of [[Security_items#Handcuffs|Handcuffs]] 4 times. This can be quite useful for a traitor, but it&#039;s nigh useless for the syndicate during nuke operations because most people just kill them on sight.&amp;lt;br&amp;gt; Be wary that if security figure out you can break out of handcuffs, they&#039;ll typically opt to execute you instead of arresting you. &lt;br /&gt;
 }}&lt;br /&gt;
===Storage Implant===&lt;br /&gt;
{{anchor|Storage_Implant}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Storage Implant&lt;br /&gt;
 |image = Injector.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 7 telecrystals.&lt;br /&gt;
 |usedfor = Storing suspicious items.&lt;br /&gt;
 |strategy = Use it to keep contraband, so it can&#039;t be discovered by a random search.&lt;br /&gt;
 |description = If you inject yourself with the implanter inside, you&#039;ll gain an action button that reveals a two item storage space, that can&#039;t be detected without [[Surgery]].&lt;br /&gt;
 }}&lt;br /&gt;
===Radio Implant===&lt;br /&gt;
{{anchor|Radio_Implant}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Internal Syndicate Radio Implant&lt;br /&gt;
 |image = Injector.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 4 telecrystals.&lt;br /&gt;
 |usedfor = Covert communication.&lt;br /&gt;
 |strategy = Chat with fellow syndicate members even after having your headset removed.&lt;br /&gt;
 |description = This implants you with a hidden radio that can access the common and syndicate channels. Similar to a station-bounced radio, you can disable it to avoid suspicion.&amp;lt;br&amp;gt; EMP-proof, but can&#039;t be modified with encryption keys. &lt;br /&gt;
}}&lt;br /&gt;
===Stealth Implant===&lt;br /&gt;
{{anchor|Stealth_Implant}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Stealth Implant&lt;br /&gt;
 |image = Cardboard_box.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 7 telecrystals.&lt;br /&gt;
 |usedfor = Cardboard powered stealth action.&lt;br /&gt;
 |strategy = Sneak around the station inside an invisible cardboard box.&lt;br /&gt;
 |description = This implant allows you to deploy inside a box that promptly turns invisible. If the box collides with a living being or vice versa, it will be temporarily revealed, pushing against the box will continue revealing it.&lt;br /&gt;
}}&lt;br /&gt;
===Uplink Implant===&lt;br /&gt;
{{anchor|Uplink_Implant}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Uplink Implant&lt;br /&gt;
 |image = Injector.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 3 telecrystals.&lt;br /&gt;
 |usedfor = Spawning syndicate items without using your hands or PDA.&lt;br /&gt;
 |strategy = Useful if you want to try completing your objective without any syndicate items. Use it in the case you get [[Prison_Wing|Permabrigged]].&lt;br /&gt;
 |description = An implant injected into the body, and later activated at the user&#039;s will. Has no telecrystals and must be charged by the use of physical telecrystals. &amp;lt;br&amp;gt;Undetectable (except via surgery), and excellent for escaping confinement.&lt;br /&gt;
 }}&lt;br /&gt;
==Role Restricted==&lt;br /&gt;
===Reverse Revolver===&lt;br /&gt;
{{anchor|Reverse_Revolver}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Reverse Revolver&lt;br /&gt;
 |image = Revolver.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 13 telecrystals. Only available to the [[Clown]].&lt;br /&gt;
 |usedfor = Shooting people or tricking them into killing themselves. &lt;br /&gt;
 |strategy = shoot at people with it, have people shoot at you with it!&lt;br /&gt;
 |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.&amp;lt;br&amp;gt; People can prove hard to convince it&#039;s the real deal, especially metagamers that see a clown with a gun and know what&#039;s up. Advanced pranking would involve other traitors&#039; revolvers.&lt;br /&gt;
 }}&lt;br /&gt;
===Tae-clown-do shoes===&lt;br /&gt;
{{anchor|Clown_shoes}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Tae-clown-do shoes&lt;br /&gt;
 |image = Clshoe.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 12 telecrystals. Only available to the [[Clown]].&lt;br /&gt;
 |usedfor = Infinite Pies, Huge air horn pranks and stuffing people into pies. &lt;br /&gt;
 |strategy = Pie your fellows, Honk them into oblivion and put them in your special pie. HONK!. &lt;br /&gt;
 |description = A pair of shoes for the most elite agents of the honkmotherland. &amp;lt;br&amp;gt; They grant the mastery of taeclowndo with some honk-fu moves as long as they&#039;re worn.&lt;br /&gt;
 }}&lt;br /&gt;
===Clown Bomb===&lt;br /&gt;
{{anchor|Clown_Bomb}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Clown Bomb&lt;br /&gt;
 |image = Syndicate_Bomb.gif&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 10 telecrystals. Only available to the [[Clown]].&lt;br /&gt;
 |usedfor = Mass pranking. &lt;br /&gt;
 |strategy = Place this in a department that REALLY needs to cheer up. &lt;br /&gt;
 |description = You know what&#039;s the only thing worse than a bomb?&amp;lt;br&amp;gt; &lt;br /&gt;
A bomb that releases fifty clowns. It even honks instead of beeping.&lt;br /&gt;
 }}&lt;br /&gt;
===Reverse Bear Trap===&lt;br /&gt;
{{anchor|Reverse_Bear_Trap}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Reverse Bear Trap&lt;br /&gt;
 |image = Reversebeartrap.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 4 telecrystals. Only available to the [[Clown]].&lt;br /&gt;
 |usedfor = Executing someone in a very spectacular, gruesome fashion.&lt;br /&gt;
 |strategy = Attack someone with it and keep them still for 3 seconds. &lt;br /&gt;
 |description = An ingenious execution device worn on (or forced onto) the head. Arming it starts a 1-minute kitchen timer mounted on the bear trap. When it goes off, the trap&#039;s jaws will violently open, instantly killing anyone wearing it by tearing their jaws in half.&amp;lt;br&amp;gt;&lt;br /&gt;
To arm, attack someone with it while they&#039;re not wearing headgear, and you will force it onto their head after three seconds uninterrupted.&amp;lt;br&amp;gt;&lt;br /&gt;
The victim can attempt to disarm it. Each disarm attempt makes them a little more likely to succeed.&lt;br /&gt;
 }}&lt;br /&gt;
===Australicus Slime Mutator===&lt;br /&gt;
{{anchor|Australicus Slime Mutator}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Australicus Slime Mutator&lt;br /&gt;
 |image = Syringe.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 10 telecrystals. Only available to [[Roboticist|Roboticists]], [[Scientist|Scientists]] and the [[Research Director]].&lt;br /&gt;
 |usedfor = Causing a spider apocalypse. &lt;br /&gt;
 |strategy = Inject this into an unused [[Guide_to_xenobiology#Gold_Slime|gold slime extract]]. &lt;br /&gt;
 |description = Requires knowledge in [[Guide_to_xenobiology|xenobiology]] to use properly. Buying this gives you a syringe containing 1u Spider Extract. When this substance is injected into an unused [[Guide_to_xenobiology#Gold_Slime|gold slime extract]] it spawns three non-hostile and non-sentient [[Spider#Uncommon_Spiders|broodmother spiders]]. These won&#039;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). &lt;br /&gt;
 }}&lt;br /&gt;
===Clown Car===&lt;br /&gt;
{{anchor|Clown_Car}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Clown Car&lt;br /&gt;
 |image = Clowncar.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 20 telecrystals. Only available to the [[Clown]].&lt;br /&gt;
 |usedfor = High-octane multi-seat pranking action.&lt;br /&gt;
 |strategy = Run people over, stuff them in your trunk. Henk!&lt;br /&gt;
 |description = The clown car lets you run people over and stuff them inside your trunk. They&#039;re unable to escape unless you crash into a wall, which will fling you and any passengers outside!&amp;lt;br&amp;gt; &lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Only clowns can drive this.&lt;br /&gt;
 }}&lt;br /&gt;
===EZ clean bundle===&lt;br /&gt;
{{anchor|EZ_clean_bundle}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = EZ clean bundle&lt;br /&gt;
 |image = Grenade.png &lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 6 telecrystals. Only available to the [[Janitor]].&lt;br /&gt;
 |usedfor = Cleaning every &amp;quot;stain&amp;quot; with maximum prejudice. &lt;br /&gt;
 |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.&lt;br /&gt;
 |description = This bundle of 3 illegal cleaning grenades from Waffle Co. have a generous serving of trademark reagent &amp;quot;ez clean&amp;quot;, guaranteed to strip away any organic stain. Highly effective in littered, dirty, crowded hallways.&lt;br /&gt;
 }}&lt;br /&gt;
===His Grace===&lt;br /&gt;
{{anchor|His_Grace}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = His Grace&lt;br /&gt;
 |image = His Grace.gif&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 20 telecrystals. Only available to the [[Chaplain]].&lt;br /&gt;
 |usedfor = &#039;&#039;Caedite eos. Novit enim Dominus qui sunt eius.&#039;&#039;&lt;br /&gt;
 |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.&lt;br /&gt;
 |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. &amp;lt;br&amp;gt;It starts peckish, giving just a moderate damage buff. &amp;lt;br&amp;gt;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. &amp;lt;br&amp;gt; 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. &#039;&#039;&#039;GET-FOOD&#039;&#039;&#039;.&amp;lt;br&amp;gt; &#039;&#039;&#039;STARVING: NOW YOU DID IT&#039;&#039;&#039;. 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-&lt;br /&gt;
&#039;&#039;&#039;DEATH&#039;&#039;&#039;: 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.&amp;lt;br&amp;gt; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;ASCENSION&#039;&#039;&#039;: 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.&lt;br /&gt;
 }}&lt;br /&gt;
===Cult construction kit===&lt;br /&gt;
{{anchor|Cult_construction_kit}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Cult construction kit&lt;br /&gt;
 |image = Syndibox.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 20 telecrystals. Only available to the [[Chaplain]].&lt;br /&gt;
 |usedfor = Creating an army of servant constructs. &lt;br /&gt;
 |strategy = Go to mourge and recover some souls from the bodies. Deploy your shell and make an artificier or two. print more soulstones and shells and recover more souls to make more constructs.&lt;br /&gt;
 |description = Recovered from an abandoned Nar&#039;sie cult lair two construct shells and a stash of empty soulstones was found. &amp;lt;br&amp;gt; These were purified to prevent occult contamination and have been put in a belt so they may be used as an accessible source of disposable minions. &amp;lt;br&amp;gt; The construct shells have been packaged into two beacons for rapid and portable deployment.&lt;br /&gt;
 }}&lt;br /&gt;
===Haunted Magic Eightball===&lt;br /&gt;
{{anchor|Haunted_Magic_Eightball}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Haunted Magic Eightball&lt;br /&gt;
 |image = eightball.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 2 telecrystals. Only available to the [[Curator]].&lt;br /&gt;
 |usedfor = Communicating with [[Ghost|Ghosts]]. &lt;br /&gt;
 |strategy = Help your decision making by asking ghost players &amp;quot;yes or no&amp;quot; questions. &lt;br /&gt;
 |description = Just like the toy version, this eightball has a pool of twenty answers. The toy version just picks them randomly, while this haunted version polls all the ghosts and then picks the most popular answer selected by them. To use, it must be shaken for 15 seconds after you&#039;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&#039;s uncertain wether they will help you or not. Has a limited stock of 1 item. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; The twenty possible answers are the following: &amp;lt;br&amp;gt;&#039;&#039;&#039;&amp;quot;It is certain&amp;quot;, &amp;quot;It is decidedly so&amp;quot;, &amp;quot;Without a doubt&amp;quot;, &amp;quot;Yes definitely&amp;quot;, &amp;quot;You may rely on it&amp;quot;, &amp;quot;As I see it, yes&amp;quot;, &amp;quot;Most likely&amp;quot;, &amp;quot;Outlook good&amp;quot;, &amp;quot;Yes&amp;quot;, &amp;quot;Signs point to yes&amp;quot;, &amp;quot;Reply hazy try again&amp;quot;, &amp;quot;Ask again later&amp;quot;, &amp;quot;Better not tell you now&amp;quot;, &amp;quot;Cannot predict now&amp;quot;, &amp;quot;Concentrate and ask again&amp;quot;, &amp;quot;Don&#039;t count on it&amp;quot;, &amp;quot;My reply is no&amp;quot;, &amp;quot;My sources say no&amp;quot;, &amp;quot;Outlook not so good&amp;quot; &#039;&#039;&#039;and&#039;&#039;&#039; &amp;quot;Very doubtful&amp;quot;&#039;&#039;&#039;. &lt;br /&gt;
 }}&lt;br /&gt;
===Ancient Jumpsuit===&lt;br /&gt;
{{anchor|Ancient_Jumpsuit}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Ancient Jumpsuit&lt;br /&gt;
 |image = grey_jumpsuit.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 20 telecrystals. Only available to [[Assistant]]s.&lt;br /&gt;
 |usedfor = Show you are a seasoned greytider. &lt;br /&gt;
 |strategy = Waste all of your credits to show how superior you are. &lt;br /&gt;
 |description = An old smelly grey jumpsuit, this item provides no benefit or disadvantage other than bragging rights. &lt;br /&gt;
 }}&lt;br /&gt;
===Ancient Toolbox===&lt;br /&gt;
{{anchor|Toolbox}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Ancient Toolbox&lt;br /&gt;
 |image = Testbox.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 2 telecrystals. Only available to [[Assistant]]s.&lt;br /&gt;
 |usedfor = Bashing heads in and everything tool-related.&lt;br /&gt;
 |strategy = Bash people, bash windows, hacking doors, increase its damage with telecrystals.&lt;br /&gt;
 |contents = [[File:Screwdriver tool.png|link=Screwdriver]] [[File:Wrench.png|link=Wrench]] [[File:Welder.png|link=Welding Tool]]&amp;lt;br&amp;gt; [[File:Crowbar.png|link=Crowbar]] [[File:Multitool.png|link=Multitool]] [[File:Wirecutters.png|link=Wirecutters]] [[File:IGloves.png|link=Insulated_Gloves]]&lt;br /&gt;
 |description = A toolbox specially preserved and modified for your robusting needs, comes with regular tools, not syndicate ones, thus the tools are not special, however it comes with [[Insulated Gloves]], to top it off it increases in brute the more telecrystals you have inside it! Does not come with a [[analyzer]].&lt;br /&gt;
}}&lt;br /&gt;
===Modified Syringe Gun===&lt;br /&gt;
{{anchor|Modified_Syringe_Gun}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Modified Syringe Gun&lt;br /&gt;
 |image = Sgun.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 14 telecrystals. Only available to the [[Geneticist]] and the [[Chief Medical Officer]].&lt;br /&gt;
 |usedfor = Instantly injecting someone with DNA from a distance.&lt;br /&gt;
 |strategy = Shoot someone with a mutator with a bad disability. &lt;br /&gt;
 |description = A syringe gun that fires DNA injectors instead of normal syringes.&lt;br /&gt;
 }}&lt;br /&gt;
===Banana Cream Pie Cannon===&lt;br /&gt;
{{anchor|Banana_Cream_Pie_Cannon}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Banana Cream Pie Cannon&lt;br /&gt;
 |image = Pie_cannon.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 10 telecrystals. Only available to the [[Clown]].&lt;br /&gt;
 |usedfor = Shooting pies into people&#039;s faces. &lt;br /&gt;
 |strategy = Shoot people in the face with it and then finish them off by other means. &lt;br /&gt;
 |description = A special pie cannon for a special clown. This gadget can hold up to 20 pies and automatically fabricates one every two seconds. &lt;br /&gt;
 }}&lt;br /&gt;
===Magillitis Serum Autoinjector===&lt;br /&gt;
{{anchor|Magillitis_Serum_Autoinjector}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = experimental autoinjector&lt;br /&gt;
 |image = Bottle16.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 15 telecrystals. Only available to the [[Geneticist]] and the [[Chief Medical Officer]].&lt;br /&gt;
 |usedfor = Going apeshit.&lt;br /&gt;
 |strategy = Use this on yourself and start smashing things.&lt;br /&gt;
 |description = Contains a [[Guide_to_chemistry#Magillitis|chemical]] that turns you into a fast, tough gorilla after a short while.&lt;br /&gt;
 }}&lt;br /&gt;
===Box of Gorilla Cubes===&lt;br /&gt;
{{anchor|Box of Gorilla Cubes}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Box of Gorilla Cubes&lt;br /&gt;
 |image = Monkey_Cube_Box.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 6 telecrystals. Only available to the [[Geneticist]] and the [[Chief Medical Officer]].&lt;br /&gt;
 |usedfor = Spreading mayhem, raising a sentient gorilla army.&lt;br /&gt;
 |strategy = These are similar to [[Research_items#Monkey_Cube|monkey cubes]], but will release angry gorillas when rehydrated. Especially fun when combined with sentience potions! &lt;br /&gt;
 |description = A box with three Waffle Co. brand gorilla cubes. Expose them to water and watch the mayhem from a safe distance.&lt;br /&gt;
 }}&lt;br /&gt;
===Kinetic Accelerator Pressure Mod===&lt;br /&gt;
{{anchor|Kinetic_Accelerator_Pressure_Mod}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Kinetic Accelerator Pressure Mod&lt;br /&gt;
 |image = modkit.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 5 telecrystals. Only available to the [[Shaft Miner]]. Only 2 in stock.&lt;br /&gt;
 |usedfor = Making your Kinetic Accelerator a weapon for use on the station.&lt;br /&gt;
 |strategy = Use this to make your Kinetic Accelerator a powerful weapon in pressurized environments like on the station.&lt;br /&gt;
 |description = A modification kit which allows Kinetic Accelerators to do greatly increased damage while indoors. Occupies 35% mod capacity. Use 2 for full damage.&lt;br /&gt;
 }}&lt;br /&gt;
===Guide to Advanced Mimery Series===&lt;br /&gt;
{{anchor|Guide_to_Advanced_Mimery_Series}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Guide to Advanced Mimery Series Part 1 &amp;amp; 2&lt;br /&gt;
 |image = Syndibox.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 11 telecrystals. Only available to the [[Mime]].&lt;br /&gt;
 |usedfor = Shooting bullets out of your fingers. Making invisible 3x1 walls.&lt;br /&gt;
 |strategy = Killing someone with your fingers or putting up a wall to escape your pursuers.&lt;br /&gt;
 |contents = [[file:advanced mimery.png]] [[file: advanced mimery.png]]&lt;br /&gt;
 |description = The classical two part series on how to further hone your mime skills. Upon studying the series, the user should be able to make 3x1 invisible walls, and shoot bullets out of their fingers.&lt;br /&gt;
 }}&lt;br /&gt;
===Explosive Hot Potato===&lt;br /&gt;
{{anchor|Explosive_Hot_Potato}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Explosive Hot Potato&lt;br /&gt;
 |image = Potato.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 3 telecrystals. Only available to [[Cook|Cooks]], [[Botanist|Botanists]], the [[Clown]] and the [[Mime]].&lt;br /&gt;
 |usedfor = Causing mass panic and small explosions.&lt;br /&gt;
 |strategy = Activate and hit someone to transfer it to them, and watch the madness!&lt;br /&gt;
 |description = When used inhand, a special mechanism activates preventing it from being dropped, and a timer starts. The potato can only be transferred away from you by hitting another being with it, and when the timer expires it explodes.&lt;br /&gt;
 }}&lt;br /&gt;
===Energy chainsaw===&lt;br /&gt;
{{anchor|Energy_chainsaw}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Energy chainsaw&lt;br /&gt;
 |image = echainsaw_on.gif&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 10 telecrystals. Only available to [[Cook|Cooks]], [[Botanist|Botanists]] and [[Bartender|Bartenders]].&lt;br /&gt;
 |usedfor = RIP AND TEAR.&lt;br /&gt;
 |strategy = Activate and Use to communicate your desire for bloodshed. Remember to reactivate on pickup.&lt;br /&gt;
 |description = An incredibly deadly modified chainsaw with plasma-based energy blades instead of metal and a slick black-and-red finish. &amp;lt;br&amp;gt; While it rips apart matter with extreme efficiency, it is heavy, large, and monstrously loud.&lt;br /&gt;
 }}&lt;br /&gt;
===Brainwashing Surgery Program===&lt;br /&gt;
{{anchor|Brainwashing_Surgery_Program}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Brainwashing Surgery Program&lt;br /&gt;
 |image = Disk.gif&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 5 telecrystals.&lt;br /&gt;
 |usedfor = Turning people into mindslaves through surgery. &lt;br /&gt;
 |strategy = Brainwash people, preferably authority figures, to fulfill your will. &lt;br /&gt;
 |description = A disk containing the procedure to perform a brainwashing surgery, allowing you to implant a primary objective onto a target which he/she must obey. Insert into an Operating Console to enable the procedure.&lt;br /&gt;
 }}&lt;br /&gt;
===Reagent Dartgun===&lt;br /&gt;
{{anchor|Reagent_Dartgun}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Reagent Dartgun&lt;br /&gt;
 |image = Regeantdartgun.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 12 telecrystals. Only available to the [[Chemist]] and the [[Chief Medical Officer]].&lt;br /&gt;
 |usedfor = Shooting chemicals without reloading syringes.&lt;br /&gt;
 |strategy = Use it as you would a normal syringe gun; the only difference is that it holds up to 4 syringes that it produces automatically.&lt;br /&gt;
 |description = This special dartgun produces 4 syringes every 25 seconds and draws from an internal 100u chemical tank.&lt;br /&gt;
 }}&lt;br /&gt;
===Blast Cannon===&lt;br /&gt;
{{anchor|Blast Cannon}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Blast Cannon&lt;br /&gt;
 |image = Loaded_blastcannon.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 14 telecrystals. Only available to [[Scientist|Scientists]] and the [[Research Director]].&lt;br /&gt;
 |usedfor = Firing your own immovable rod, sniping AIs from across Z-levels.&lt;br /&gt;
 |strategy = Load it with a TTV bomb and delete everything in a straight line.&lt;br /&gt;
 |description = This unassuming piece of hardware can load TTVs and will launch a projectile in a straight line, until it gets stopped by a wall. Wall penetration power is determined by the bomb&#039;s theoretical explosion size.&amp;lt;br&amp;gt; Projectiles fly across Z-levels, which is very fun with looping Z-levels, or even just for sniping AIs across space.&lt;br /&gt;
 }}&lt;br /&gt;
===Concealed Weapon Bay===&lt;br /&gt;
{{anchor|Concealed Weapon Bay}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Concealed Weapon Bay&lt;br /&gt;
 |image = Mecha_weapon_bay.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 3 telecrystals. Only available to [[Roboticist|Roboticists]] and the [[Research Director]].&lt;br /&gt;
 |usedfor = Hiding a weapon in a non-combat [[Guide_to_robotics#Exosuits|Exosuit]]&lt;br /&gt;
 |strategy = Use on a finished [[Guide_to_robotics#Exosuits|Exosuit]]. Then do the same with a [[Guide_to_robotics#Exosuit_Weapons|mech-weapon]] of choice. &lt;br /&gt;
 |description = &lt;br /&gt;
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). &lt;br /&gt;
 }}&lt;br /&gt;
==(Pointless) Badassery==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Syndicate Playing Cards===&lt;br /&gt;
{{anchor|Syndicate_Playing_Cards}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Syndicate Playing Cards&lt;br /&gt;
 |image = Syndi_cards.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 1 telecrystal.&lt;br /&gt;
 |usedfor = Playing cards, cheap throwing stars. &lt;br /&gt;
 |strategy = Use these as a shitty throwing weapon, when you&#039;re bored and playing cards is the only option left, or as a signature for your murders.&lt;br /&gt;
 |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.&lt;br /&gt;
 }}&lt;br /&gt;
=== Syndicate Beer ===&lt;br /&gt;
{{Item|name=Syndicate Beer|image=Syndicatebeer.png|bgcolor1=#cccccc|bgcolor2=#cccccc|foundin=Ordered via syndicate uplink. Costs 4 telecrystals.|usedfor=Purging toxins.|strategy=Drink them to get plastered and drain other toxins.|description=Syndicate brand &#039;beer&#039; designed to flush toxins out of your system. Warning: Do not consume more than one!}}&lt;br /&gt;
===Syndicate Briefcase Full of Cash===&lt;br /&gt;
{{anchor|Syndicate_Briefcase_Full_of_Cash}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Syndicate Briefcase Full of Cash&lt;br /&gt;
 |image = Briefcase.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 1 telecrystal.&lt;br /&gt;
 |usedfor = Trading. Roleplay. &lt;br /&gt;
 |strategy = Use the cash to buy your objective, or export it with cargo to order crates.&lt;br /&gt;
 |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.&lt;br /&gt;
 }}&lt;br /&gt;
===Syndicate Smokes===&lt;br /&gt;
{{anchor|Syndicate_Smokes}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Syndicate Smokes&lt;br /&gt;
 |image = Syngarettes.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 2 telecrystals.&lt;br /&gt;
 |usedfor = Cool-looking regeneration. &lt;br /&gt;
 |strategy = Smoke them to inhale omnizine and heal over time.&lt;br /&gt;
 |description = Strong flavor, dense smoke. Each cigarette is infused with 10u [[Guide_to_chemistry#Nicotine|nicotine]] and 15u [[Guide_to_chemistry#Omnizine|omnizine]]. Smoking one of these cigarettes takes about 2 minutes. &lt;br /&gt;
 }}&lt;br /&gt;
===Syndicate Balloon===&lt;br /&gt;
{{anchor|Syndicate_Balloon}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = &amp;quot;Syndicate Balloon&amp;quot;&lt;br /&gt;
 |image = Balloon.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 20 telecrystals.&lt;br /&gt;
 |usedfor = Showing off. &lt;br /&gt;
 |strategy = Buy this if you feel you can do your objectives without the use of syndicate items. &lt;br /&gt;
 |description = A red balloon with a white S on it. It floats. Security may arrest you for having one. You could buy multiple of these if part of a nuke team. &lt;br /&gt;
 }}&lt;br /&gt;
=&#039;&#039;&#039;Nuclear Strike Team&#039;&#039;&#039;=&lt;br /&gt;
Items only available to [[Syndicate guide|syndicate operatives]] during [[Nuke]].&lt;br /&gt;
== Bundles and Telecrystals ==&lt;br /&gt;
Nuclear operatives can purchase bundles, which cost a bit less than the sum of their parts.&lt;br /&gt;
===Bioterror bundle===&lt;br /&gt;
{{anchor|Bioterror_bundle}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Bioterror bundle&lt;br /&gt;
 |image = Duffle_syndiemed.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 30 telecrystals, saving 14.&lt;br /&gt;
 |usedfor = Getting all you need to commit several war crimes.&lt;br /&gt;
 |strategy = Start a biological disaster, and spread chaos among the crew.&lt;br /&gt;
 |description = For the madman: Contains a [[#Biohazardous Chemical Sprayer|Bioterror spray]], [[#Chemical Foam Grenade|Bioterror Grenade]], a [[#Poison Kit|Poison Kit]], a [[#Dart Pistol|Dart Pistol]], a box of syringes, a [[#Toy Machine Gun|Donksoft assault rifle]], and some [[#Box of Riot Darts|extra darts]]. Remember: Seal suit and equip internals before use.&lt;br /&gt;
 }}&lt;br /&gt;
===Bulldog bundle===&lt;br /&gt;
{{anchor|Bulldog_bundle}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Bulldog bundle&lt;br /&gt;
 |image = Duffle_syndie.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 13 telecrystals, saving 2.&lt;br /&gt;
 |usedfor = Getting a well rounded shotgun kit.&lt;br /&gt;
 |strategy = Shoot people with it.&lt;br /&gt;
 |description = Lean and mean: Optimised for people that want to get up close and personal. Contains the popular [[#Bulldog_Shotgun|Bulldog Shotgun]], a [[#Ammo-12g_Stun_Slug|12g stun drum]], a [[#Ammo-12g_Buckshot|12g buckshot drum]], and a pair of [[#Thermal Imaging Glasses|Thermal Imaging Goggles]]. &lt;br /&gt;
 }}&lt;br /&gt;
===C-20r bundle===&lt;br /&gt;
{{anchor|C-20r_bundle}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = C-20r bundle&lt;br /&gt;
 |image = Duffle_syndie.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 14 telecrystals, saving 4.&lt;br /&gt;
 |usedfor = Getting a classic and reliable gun.&lt;br /&gt;
 |strategy = Shoot people with it.&lt;br /&gt;
 |description = Old faithful: The classic [[#C-20r_Submachine_Gun|C-20r Submachine Gun]], bundled with two magazines, and a [[#Universal_Suppressor|Suppressor]]. &lt;br /&gt;
 }}&lt;br /&gt;
===Cybernetic Implant Bundle===&lt;br /&gt;
{{anchor|Cybernetic Implant Bundle}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Cybernetic Implant Bundle&lt;br /&gt;
 |image = Duffle_syndiemed.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 40 telecrystals.&lt;br /&gt;
 |usedfor = Implanting your team.&lt;br /&gt;
 |strategy = Implant it in your team.&lt;br /&gt;
 |description = Contains 6 random cybernetic implants. Guaranteed to at least pay for its cost.&lt;br /&gt;
 }}&lt;br /&gt;
===Medical bundle===&lt;br /&gt;
{{anchor|Medical_bundle}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Medical bundle&lt;br /&gt;
 |image = Duffle_syndiemed.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 15 telecrystals, saving 5.&lt;br /&gt;
 |usedfor = Getting a rounded medical kit.&lt;br /&gt;
 |strategy = Become a combat medic to keep your team up and running.&lt;br /&gt;
 |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, 2 brute and burn patches, and a combat hypospray loaded with:&lt;br /&gt;
*30 units of [[Guide_to_chemistry#Epinephrine|Epinephrine]]&lt;br /&gt;
*30 units of [[Guide_to_chemistry#Omnizine|Omnizine]]&lt;br /&gt;
*15 units of [[Guide_to_chemistry#Leporazine|Leporazine]]&lt;br /&gt;
*15 units of [[Guide_to_chemistry#Atropine|Atropine]]&lt;br /&gt;
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. &lt;br /&gt;
 }}&lt;br /&gt;
===Sniper bundle===&lt;br /&gt;
{{anchor|Sniper_bundle}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Sniper bundle&lt;br /&gt;
 |image = Briefcase.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 20 telecrystals, saving 6.&lt;br /&gt;
 |usedfor = Getting all you need to start sniping.&lt;br /&gt;
 |strategy = Become a long-range sniper.&lt;br /&gt;
 |description = Elegant and refined: Contains a collapsed [[#Sniper Rifle|sniper rifle]] in an expensive carrying case, 2 [[#.50 Soporific Magazine|soporific magazine]], a free surplus [[#Universal Suppressor|supressor]], a pen(the regular kind), a folder, and a worn out suit and tie.&lt;br /&gt;
 }}&lt;br /&gt;
===Spetsnaz Pyro bundle===&lt;br /&gt;
{{anchor|Spetsnaz_Pyro_bundle}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Spetsnaz Pyro bundle&lt;br /&gt;
 |image = Duffle_syndie.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 30 telecrystals, saving 12.&lt;br /&gt;
 |usedfor = Getting all you need to watch the &amp;lt;s&amp;gt;world&amp;lt;/s&amp;gt;station burn.&lt;br /&gt;
 |strategy = Start fires everywhere. Make sure the other operatives are wearing fireproof suits as well. &lt;br /&gt;
 |description = For systematic suppression of carbon lifeforms in close range: Contains an [[#Elite Syndicate Hardsuit|elite fireproof hardsuit]], a pyro backpack fire sprayer, a [[#Stechkin|pistol]], two magazines, a bottle of flammable vodka, a [[#Syndicate Minibomb|pipebomb]], and a [[#Stimpack|stimulant syringe]].&lt;br /&gt;
 }}&lt;br /&gt;
== Conspicuous and Dangerous Weapons ==&lt;br /&gt;
===Bulldog Shotgun===&lt;br /&gt;
{{anchor|Bulldog_Shotgun}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Bulldog Shotgun&lt;br /&gt;
 |image = Bulldog.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 8 telecrystals.&lt;br /&gt;
 |usedfor = Killing/Stunning people.&lt;br /&gt;
 |strategy = A robust shotgun. Holds a wide selection of ammo types.&lt;br /&gt;
 |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.&amp;lt;br&amp;gt; A Bulldog with stun shells and a [[#Stechkin|Stechkin]] can make for a cheap alternative [[#C-20r_Submachine_Gun|C20r SMG]] when strapped for telecrystals. Initially loaded with a stun shells drum, it must be loaded with other kinds of ammo to do damage. Starts with a syndicate firing pin, which prevents enemies from using it.&lt;br /&gt;
 }}&lt;br /&gt;
==== &amp;lt;span class=&amp;quot;mw-customtoggle-bulldog&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Bulldog Ammo ====&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-bulldog&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====Ammo-12g Stun Slug====&lt;br /&gt;
{{anchor|Ammo-12g_Stun_Slug}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Stun Slug Drum Magazine&lt;br /&gt;
 |image = StunSlug.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 2 telecrystal, only available to Nuclear Agents. Free Magazine in starting Bulldog.&lt;br /&gt;
 |usedfor = Loading the [[#Bulldog_Shotgun|Bulldog]].&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |description = A 8 round drum magazine for use in the Bulldog Shotgun. Functions akin to a stun round from a energy gun or [[#C-20r_Submachine_Gun|C20r]], has unlimited range, deals 5 brute damage and stuns for the standard 10 second limit.&amp;lt;br&amp;gt; A reliable way to stun a target, but not effective in killing them. When used in conjunction with a more lethal weapons, such as the Energy Sword or Stechkin pistol, it can be extremely lethal.&lt;br /&gt;
 }}&lt;br /&gt;
====Ammo-12g Buckshot====&lt;br /&gt;
{{anchor|Ammo-12g_Buckshot}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Buckshot Drum Magazine&lt;br /&gt;
 |image = BuckshotBull.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 2 telecrystals.&lt;br /&gt;
 |usedfor = Loading the [[#Bulldog_Shotgun|Bulldog]].&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |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.&amp;lt;br&amp;gt; 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.&lt;br /&gt;
 }}&lt;br /&gt;
====Ammo-12g Slugs====&lt;br /&gt;
{{anchor|Ammo-12g_Slugs}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Slug Drum Magazine&lt;br /&gt;
 |image = BuckshotBull.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 3 telecrystals.&lt;br /&gt;
 |usedfor = Loading the [[#Bulldog_Shotgun|Bulldog]].&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |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&#039;s better when fighting at longer distances. Also reduces the chance of hitting felow operatives.&lt;br /&gt;
 }}&lt;br /&gt;
====Ammo-12g Dragon&#039;s Breath====&lt;br /&gt;
{{anchor|Ammo-12g_Dragon&#039;s_Breat}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Dragon&#039;s Breath Drum Magazine&lt;br /&gt;
 |image = DragonBreathBull.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 2 telecrystals.&lt;br /&gt;
 |usedfor = Loading the [[#Bulldog_Shotgun|Bulldog]].&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |description = A 8 round drum magazine for use in the Bulldog Shotgun. Dragon&#039;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.&amp;lt;br&amp;gt; A shot from a Dragon&#039;s Breath magazine leaves a long trail of fire that quickly dissipates, but can be effective in setting many crew members on fire. Don&#039;t shoot your own teammates in the back. &lt;br /&gt;
 }}&lt;br /&gt;
====Ammo-12g Breaching====&lt;br /&gt;
{{anchor|Ammo-12g_Breaching}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Breaching Drum Magazine&lt;br /&gt;
 |image = BreachingBull.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 2 telecrystals.&lt;br /&gt;
 |usedfor = Loading the [[#Bulldog_Shotgun|Bulldog]].&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |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. &lt;br /&gt;
 }}&lt;br /&gt;
====Ammo-12g Bundle====&lt;br /&gt;
{{anchor|Ammo-12g_Bundle}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Drum Magazine Bundle&lt;br /&gt;
 |image = Duffle_syndie.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 12 telecrystals, saving 7.&lt;br /&gt;
 |usedfor = Loading [[#Bulldog_Shotgun|Bulldogs]].&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |description = Contains several drums to reload Bulldog shotguns. Contains 6 stun drums, a buckshot drum, a slug drum and a dragon&#039;s breath drum. &lt;br /&gt;
 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
===C-20r Submachine Gun===&lt;br /&gt;
{{anchor|C-20r_Submachine_Gun}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = C-20r Submachine Gun&lt;br /&gt;
 |image = C20r.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 10 telecrystals.&lt;br /&gt;
 |usedfor = Killing people.&lt;br /&gt;
 |strategy = The signature weapon of Nuke Ops, it deals reliable damage and fires in two-round bursts.&lt;br /&gt;
 |description = Deals 30 brute damage per round, with 24-round magazines. A reliable and robust weapon. Can also be fitted with a [[#Universal_Suppressor|Silencer]]. Starts with a syndicate firing pin, which prevents enemies from using it. &lt;br /&gt;
 }}&lt;br /&gt;
==== &amp;lt;span class=&amp;quot;mw-customtoggle-c20r&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; C-20r Ammo ====&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-c20r&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====.45 Ammo====&lt;br /&gt;
{{anchor|.45_Ammo}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = .45 Ammo&lt;br /&gt;
 |image = 45Mag.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 3 telecrystals.&lt;br /&gt;
 |usedfor = Loading a C-20r SMG.&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |description = A 24-round .45 magazine for use in the [[#C-20r_Submachine_Gun|C-20r submachine gun]].&lt;br /&gt;
 }}&lt;br /&gt;
====.45 Ammo Bundle====&lt;br /&gt;
{{anchor|.45 Ammo Bundle}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = .45 Ammo Bundle&lt;br /&gt;
 |image = Duffle_syndie.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 20 telecrystals.&lt;br /&gt;
 |usedfor = Loading several C-20r SMGs.&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |description = Contains 9 [[#C-20r_Submachine_Gun|C-20r SMG]] magazines, for a total of 216 shots.&lt;br /&gt;
 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
===L6 Squad Automatic Weapon===&lt;br /&gt;
{{anchor|L6 Squad_Automatic_Weapon}}{{anchor|L6 SAW}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = L6 SAW&lt;br /&gt;
 |image = L6machinegun.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 18 telecrystals.&lt;br /&gt;
 |usedfor = Mowing people down.&lt;br /&gt;
 |strategy = An expensive investment, designed for consistent and powerful fire support for assault teams. Pairs well with a suit with extra armor.&lt;br /&gt;
 |description = Holds the most ammo of any gun available: 50 1.95x129mm rounds dealing 45 brute damage each. Three good shots on someone and they&#039;re down.&amp;lt;br&amp;gt; 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.&lt;br /&gt;
 }}&lt;br /&gt;
==== &amp;lt;span class=&amp;quot;mw-customtoggle-LMG&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; SAW Ammo ====&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-LMG&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====1.95x129mm Box Magazine====&lt;br /&gt;
{{anchor|1.95x129mm _Box_Magazine}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Ammo-5.56x45mm&lt;br /&gt;
 |image = A762.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 6 telecrystals.&lt;br /&gt;
 |usedfor = Loading the [[#L6 SAW|L6 SAW]].&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |description = A 50-round magazine of 1.95x129mm ammunition for use in the [[#L6 SAW|L6 SAW]] machinegun. By the time you need to use this, you&#039;ll already be on a pile of corpses.&lt;br /&gt;
 }}&lt;br /&gt;
====1.95x129mm (Hollow-Point) Box Magazine====&lt;br /&gt;
{{anchor|1.95x129mm_(Hollow-Point)_Box_Magazine}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Ammo-5.56x45mm (Hollow-Point) Box Magazine&lt;br /&gt;
 |image = A762.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 6 telecrystals.&lt;br /&gt;
 |usedfor = Loading the [[#L6 SAW|L6 SAW]].&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |description = A 50-round magazine of 1.95x129mm Hollow-Point ammunition, that deals 60 damage on hit, that is however heavily reduced by armor.&lt;br /&gt;
 }}&lt;br /&gt;
====1.95x129mm (Armor Penetrating) Box Magazine====&lt;br /&gt;
{{anchor|1.95x129mm (Armor Penetrating) Box Magazine}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Ammo-5.56x45mm (Armor Penetrating) Box Magazine&lt;br /&gt;
 |image = A762.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 9 telecrystals.&lt;br /&gt;
 |usedfor = Loading the [[#L6 SAW|L6 SAW]].&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |description = A 50-round magazine of 1.95x129mm Armor Penetrating ammunition, that deals 40 damage on hit and negates all but the most durable armor.&lt;br /&gt;
 }}&lt;br /&gt;
====1.95x129mm (Incendiary) Box Magazine====&lt;br /&gt;
{{anchor|1.95x129mm (Incendiary) Box Magazine}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Ammo-5.56x45mm (Incendiary) Box Magazine&lt;br /&gt;
 |image = A762.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 6 telecrystals.&lt;br /&gt;
 |usedfor = Loading the [[#L6 SAW|L6 SAW]].&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |description = A 50-round magazine of 1.95x129mm Incendiary ammunition, that only deals 20 damage on hit but leaves a fiery trail, while setting targets hit on fire as well.&lt;br /&gt;
 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
===Sniper Rifle===&lt;br /&gt;
{{anchor|Sniper Rifle}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Sniper Rifle&lt;br /&gt;
 |image = Sniper.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 16 telecrystals.&lt;br /&gt;
 |usedfor = Killing people from far away.&lt;br /&gt;
 |strategy = A long-range sniper rifle, useful for shooting down hallways or from space.&lt;br /&gt;
 |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.&amp;lt;br&amp;gt; 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.&lt;br /&gt;
 }}&lt;br /&gt;
==== &amp;lt;span class=&amp;quot;mw-customtoggle-sniper&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Sniper Ammo ====&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-sniper&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====.50 Magazine====&lt;br /&gt;
{{anchor|.50 Magazine}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = .50 Magazine&lt;br /&gt;
 |image = Sniper_ammo.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 4 telecrystals.&lt;br /&gt;
 |usedfor = Loading the [[#Sniper Rifle|Sniper Rifle]].&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |description = A 6-round magazine of .50 ammunition for the sniper rifle. Deals 70 damage, stuns, penetrates armor and destroys machinery on hit.&lt;br /&gt;
 }}&lt;br /&gt;
====.50 Soporific Magazine====&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = .50 Soporific Magazine&lt;br /&gt;
 |image = Sniper_ammo_sleep.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 6 telecrystals.&lt;br /&gt;
 |usedfor = Loading the [[#Sniper Rifle|Sniper Rifle]].&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |description = A 6-round magazine of .50 soporific ammunition for the sniper rifle. Deals no damage and doesn&#039;t break machinery, but any human hit by these will fall asleep for about 40 seconds.&lt;br /&gt;
 }}&lt;br /&gt;
====.50 Penetrator Magazine====&lt;br /&gt;
{{anchor|.50 Penetrator Magazine}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = .50 Penetrator Magazine&lt;br /&gt;
 |image = Sniper_ammo.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 5 telecrystals.&lt;br /&gt;
 |usedfor = Loading the [[#Sniper Rifle|Sniper Rifle]].&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |description = A 6-round magazine of .50 penetrating ammunition for the sniper rifle. Deals 60 damage, doesn&#039;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.&lt;br /&gt;
 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
===Surplus Rifle===&lt;br /&gt;
{{anchor|Surplus Rifle}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Surplus Rifle&lt;br /&gt;
 |image = Surplus_rifle.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 2 telecrystals.&lt;br /&gt;
 |usedfor = Arming someone cheaply.&lt;br /&gt;
 |strategy = A cheap rifle. &amp;lt;s&amp;gt;Better than nothing, if you&#039;ve got a pair of spare TC.&amp;lt;/s&amp;gt; In actual combat it&#039;s worse than the Stechkin pistol, the one all operatives get for free.&lt;br /&gt;
 |description = A Mosin Nagant bolt-action rifle, loaded with 5 [[#Surplus Rifle Clip|7.62 bullets]]. Deals 60 damage on hit, but must be loaded every shot. You are more likely to see this rifle in the hands of cargoians than nuke ops due to how terrible it is in combat.&lt;br /&gt;
 }}&lt;br /&gt;
==== &amp;lt;span class=&amp;quot;mw-customtoggle-surplus&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Surplus Rifle Ammo ====&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-surplus&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====Surplus Rifle Clip====&lt;br /&gt;
{{anchor|Surplus Rifle Clip}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Surplus Rifle Clip&lt;br /&gt;
 |image = Surplus_ammo.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 1 telecrystal.&lt;br /&gt;
 |usedfor = Loading the Surplus Rifle.&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |description = A stripper clip used to quickly load bolt action rifles. Contains 5 rounds.&lt;br /&gt;
 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
===M-90gl Carbine===&lt;br /&gt;
{{anchor|M-90gl Carbine}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = M-90gl Carbine&lt;br /&gt;
 |image = M90_carbine.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 18 telecrystals.&lt;br /&gt;
 |usedfor = Versatile crowd control.&lt;br /&gt;
 |strategy = Combine it with an energy shield.&lt;br /&gt;
 |description = This carbine has a three-round burst setting as well as an underbarrel grenade launcher.&amp;lt;br&amp;gt; Magazines are hold 30 rounds of bullets that deal 35 damage each, which is more than enough against unarmored targets.&lt;br /&gt;
 }}&lt;br /&gt;
==== &amp;lt;span class=&amp;quot;mw-customtoggle-m90gl&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; M-90gl Carbine Ammo ====&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-m90gl&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====5.56mm Toploader Magazine====&lt;br /&gt;
{{anchor|5.56mm Toploader Magazine}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = 5.56mm Toploader Magazine&lt;br /&gt;
 |image = 556Mag.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 4 telecrystals.&lt;br /&gt;
 |usedfor = Loading the M-90gl Carbine.&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |description = It&#039;s a magazine. Every time you call it a clip, god, kills a kitten.&lt;br /&gt;
 }}&lt;br /&gt;
====40mm HE Grenade====&lt;br /&gt;
{{anchor|40mm HE Grenade}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = 40mm HE Grenade&lt;br /&gt;
 |image = 40mmHE.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 2 telecrystals.&lt;br /&gt;
 |usedfor = Loading the M-90gl Carbine.&lt;br /&gt;
 |strategy = Insert into the M-90gl Carbine. Do not throw.&lt;br /&gt;
 |description = These grenades do not fit in regular grenade launchers.&lt;br /&gt;
 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
===Flamethrower===&lt;br /&gt;
{{anchor|Flamethrower}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Flamethrower&lt;br /&gt;
 |image = Flamethrower.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 4 telecrystals.&lt;br /&gt;
 |usedfor = Setting things on fire.&lt;br /&gt;
 |strategy = A plasma-loaded flamethrower. Make sure you and your team have fireproof suits when using this, or you&#039;ll end up burning yourself.&lt;br /&gt;
 |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]].&lt;br /&gt;
 }}&lt;br /&gt;
===Toy Submachine Gun===&lt;br /&gt;
{{anchor|Toy Submachine Gun}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Donksoft SMG&lt;br /&gt;
 |image = Fake_c20r.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 5 telecrystals.&lt;br /&gt;
 |usedfor = Doing stamina damage and knocking people down. Making people react too late. &lt;br /&gt;
 |strategy = Deals no real damage, but the riot darts it&#039;s loaded with cause 25 stamina damage, knocking victims down.&lt;br /&gt;
 |description = A toy SMG. Guaranteed to not be taken seriously until it&#039;s too late. Loaded with 20 darts. Starts with a syndicate firing pin, which prevents enemies from using it.&lt;br /&gt;
 }}&lt;br /&gt;
===Toy Machine Gun===&lt;br /&gt;
{{anchor|Toy Machine Gun}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Donksoft LMG&lt;br /&gt;
 |image = Fake_SAW.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 10 telecrystals.&lt;br /&gt;
 |usedfor = Doing stamina damage and knocking people down. Making people react too late. &lt;br /&gt;
 |strategy = Deals no real damage, but the riot darts it&#039;s loaded with cause 25 stamina damage, knocking victims down.&lt;br /&gt;
 |description = A toy SAW. Guaranteed to not be taken seriously until it&#039;s too late. Loaded with 50 darts. Starts with a syndicate firing pin, which prevents enemies from using it.&lt;br /&gt;
 }}&lt;br /&gt;
====Box of Riot Darts====&lt;br /&gt;
{{anchor|Box of Riot Darts}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Box of Riot Darts&lt;br /&gt;
 |image = Foambox_riot.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 2 telecrystals.&lt;br /&gt;
 |usedfor = Loading toy weapons.&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |description = Contains 40 Riot Foam Darts, that deal 25 stamina damage. They can also be reused if collected from the ground.&lt;br /&gt;
 }}&lt;br /&gt;
===84mm Rocket Propelled Grenade Launcher===&lt;br /&gt;
{{anchor|84mm Rocket Propelled Grenade Launcher}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Rocket Propelled Grenade Launcher&lt;br /&gt;
 |image = Rocketlauncher.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 8 telecrystals.&lt;br /&gt;
 |usedfor = Blowing holes into mechs, walls and people.&lt;br /&gt;
 |strategy = Crew is hiding inside body bags again? Surprise them with an HE rocket. Durand ruining your day? Hit it with a high-yield HEDP rocket.&lt;br /&gt;
 |description = A reusable rocket propelled grenade launcher preloaded with a low-yield 84mm HE round.&lt;br /&gt;
 }}&lt;br /&gt;
==== &amp;lt;span class=&amp;quot;mw-customtoggle-rpg&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Rocket Propelled Grenade Launcher Ammo ====&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-rpg&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====84mm HE Rocket====&lt;br /&gt;
{{anchor|84mm HE Rocket}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = 84mm HE Rocket&lt;br /&gt;
 |image = 84mmHE.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 3 telecrystals.&lt;br /&gt;
 |usedfor = Loading the RPG.&lt;br /&gt;
 |strategy = Land a direct hit to dismember and kill the unfortunate target.&lt;br /&gt;
 |description = A low-yield anti-personnel HE rocket.&lt;br /&gt;
 }}&lt;br /&gt;
====84mm HEDP Rocket====&lt;br /&gt;
{{anchor|84mm HEDP Rocket}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = 84mm HEDP Rocket&lt;br /&gt;
 |image = 84mmHEDP.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 5 telecrystals.&lt;br /&gt;
 |usedfor = Loading the RPG.&lt;br /&gt;
 |strategy = Really ruin the day of any mech or silicon hit by this. Maim any targets near the impact site.&lt;br /&gt;
 |description = A high-yield HEDP rocket; extremely effective against armored targets (mechs and silicons), as well as surrounding personnel.&lt;br /&gt;
 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Biohazardous Chemical Sprayer===&lt;br /&gt;
{{anchor|Biohazardous_Chemical_Sprayer}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Biohazardous Chemical Sprayer&lt;br /&gt;
 |image = Bio_chem_sprayer.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 20 telecrystals.&lt;br /&gt;
 |usedfor = Extreme Crowd Control.&lt;br /&gt;
 |strategy = Shoots dangerous poisons.&lt;br /&gt;
 |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.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Grenades and Explosives ==&lt;br /&gt;
===Bioterror Foam Grenade===&lt;br /&gt;
{{anchor|Bioterror Foam Grenade}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Chemical Foam Grenade&lt;br /&gt;
 |image = Grenade.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 7 telecrystals.&lt;br /&gt;
 |usedfor = Crowd Control.&lt;br /&gt;
 |strategy = Emits extremely debilitating foam.&lt;br /&gt;
 |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.&lt;br /&gt;
 }}&lt;br /&gt;
===Buzzkill Grenade Box===&lt;br /&gt;
{{anchor|Buzzkill Grenade Box}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Buzzkill Grenade Box&lt;br /&gt;
 |image = Syndibox.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 16 telecrystals. &lt;br /&gt;
 |usedfor = Covering the station in BEEEEEES.&lt;br /&gt;
 |strategy = Toss one in a crowded area and watch the bees attack anyone who isn&#039;t wearing thick clothing. &lt;br /&gt;
 |description = These grenades release ten bees that will indiscriminately attack anyone with random toxins.&amp;lt;br&amp;gt; Keep in mind that bees can&#039;t attack people wearing thick clothing - like hardsuits and EVA/fire/bio/EOD suits as well as some costumes.&lt;br /&gt;
 }}&lt;br /&gt;
===Fungal Tuberculosis Grenade===&lt;br /&gt;
{{anchor|Fungal Tuberculosis Grenade}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Fungal Tuberculosis Grenade&lt;br /&gt;
 |image = Box.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 14 telecrystals.&lt;br /&gt;
 |usedfor = Biological Warfare.&lt;br /&gt;
 |strategy = Spreads an extremely dangerous and infectious virus.&lt;br /&gt;
 |description = A box that contains several ways to apply the Fungal Tuberculosis virus: an extremely virulent and hard to cure disease that stuns and suffocates its targets. The box contains a viral smoke grenade, 5 single-use instant Bio Virus Antidote Kits (BVAK autoinjectors) with 20u vaccine (inject 10u per use), a BVAK bottle (30u vaccine) and a normal syringe.&lt;br /&gt;
 }}&lt;br /&gt;
===Grenadier&#039;s Belt===&lt;br /&gt;
{{anchor|Grenadier&#039;s Belt}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Grenadier&#039;s Belt&lt;br /&gt;
 |image = Combat_belt.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 24 telecrystals.&lt;br /&gt;
 |usedfor = Lobbing several kinds of grenades.&lt;br /&gt;
 |strategy = Contains a grenade for every situation. Avoid blowing yourself up with them.&lt;br /&gt;
 |description = A belt containing a large amount of assorted grenades. TO be specific, it contains:&lt;br /&gt;
* 1 [[Security_items#Flashbang|Flashbang]];&lt;br /&gt;
* 4 Smoke Bombs;&lt;br /&gt;
* 2 EMP Grenades;&lt;br /&gt;
* 10 Frag Grenades: A bit less powerful than minibombs, but with a higher flame range;&lt;br /&gt;
* 4 Gluon Grenades: They deal radiation damage when exploding, and freeze the surrounding area afterwards, making it slippery;&lt;br /&gt;
* 2 Incendiary Grenades: They spread a wave of plasmafire, burning everything in their path;&lt;br /&gt;
* 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;&lt;br /&gt;
* 2 [[#Syndicate_Minibomb|Syndicate Minibombs]];&lt;br /&gt;
* Screwdriver and Multitool to customize grenades. Some different triggers can be found in the Syndicate Infiltrator Ship.&lt;br /&gt;
 }}&lt;br /&gt;
===Syndicate Detonator===&lt;br /&gt;
{{anchor|Syndicate Detonator}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Syndicate Detonator&amp;lt;br&amp;gt;&amp;quot;Big red button&amp;quot;&lt;br /&gt;
 |image = Big red button.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink. It costs 1 telecrystals.&lt;br /&gt;
 |usedfor = Detonating all syndicate bombs at once.&lt;br /&gt;
 |strategy = Coordinating bomb blasts to destroy multiple objects simultaneously.&lt;br /&gt;
 |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.&amp;lt;br&amp;gt; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Operatives start with a working detonator in their base, buying this is usually redundant&#039;&#039;&#039;.&lt;br /&gt;
 }}&lt;br /&gt;
===Viscerator Delivery Grenade===&lt;br /&gt;
{{anchor|Viscerator Delivery Grenade}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Viscerator Grenade&lt;br /&gt;
 |image = Delivery grenade.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 6 telecrystals.&lt;br /&gt;
 |usedfor = Crowd Control.&lt;br /&gt;
 |strategy = Shoot several killdrones that will try to hack off people&#039;s limbs.&lt;br /&gt;
 |description = This grenade, when thrown, will disperse 10 manhack viscerators. They will proceed to chase and attack any nearby Non-Syndicate personnel. They deal a surprisingly high amount of damage over time but can be outrun easily.&amp;lt;br&amp;gt; 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.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Stealthy and Inconspicuous Weapons==&lt;br /&gt;
===CQC Manual===&lt;br /&gt;
{{anchor|CQC Manual}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = &#039;Old Manual&#039;&lt;br /&gt;
 |image = CQC_manual.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 12 telecrystals.&lt;br /&gt;
 |usedfor = Remembering the basics of tactical Close-Quarters Combat.&lt;br /&gt;
 |strategy = Read it and practice combos. Useful when combined with adrenals, noslips and added protection, like an energy shield or a shielded hardsuit or for killing someone when they least expect it.&lt;br /&gt;
 |description = Reading this single-use book will teach you the basics of CQC - a martial art. &amp;lt;br&amp;gt; You learn devastating combos and when throw is active, have a chance to block and counter attacks. &amp;lt;br&amp;gt;This is the same skill as Cooks can use in the kitchen, except anywhere. &amp;lt;br&amp;gt;&lt;br /&gt;
Your punches do bonus damage, and your grabs will start as aggressive. &lt;br /&gt;
You can combo attacks by switching intents while hitting. Possible Combos:&lt;br /&gt;
* &#039;&#039;&#039;Slam&#039;&#039;&#039;: Grab Harm. Slam opponent into the ground (10 brute and 12 sec paralyze). Only works on people standing. &lt;br /&gt;
* &#039;&#039;&#039;CQC Kick&#039;&#039;&#039;: Harm Harm. If the opponent was paralyzed they&#039;ll be knocked out (30 sec sleep and 15 brain damage up to max 150). Else they&#039;ll be knocked away and take 10 brute. &lt;br /&gt;
* &#039;&#039;&#039;Restrain&#039;&#039;&#039;: 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).&lt;br /&gt;
* &#039;&#039;&#039;Pressure&#039;&#039;&#039;: Disarm Grab. Deals 60 stamina damage.&lt;br /&gt;
* &#039;&#039;&#039;Consecutive CQC&#039;&#039;&#039;: Disarm Disarm Harm. Mainly damaging move (25 brute and 50 stamina damage). &lt;br /&gt;
}}&lt;br /&gt;
==Stealth and Camouflage Items==&lt;br /&gt;
===Stealthy No-Slip Chameleon Shoes===&lt;br /&gt;
{{anchor|Stealthy No-Slip Chameleon Shoes}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Stealthy No-Slip Chameleon Shoes&lt;br /&gt;
 |image = Brshoe.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 3 telecrystals&lt;br /&gt;
 |usedfor = Not slipping.&lt;br /&gt;
 |strategy = The nuke ops version of [[#No-Slip_Chameleon_Shoes|no-slips]].&lt;br /&gt;
 |description = Aside from the name, these work exactly the same as regular noslips.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Space Suits and Hardsuits==&lt;br /&gt;
===Elite Syndicate Hardsuit===&lt;br /&gt;
{{anchor|Elite Syndicate Hardsuit}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Elite Syndicate Hardsuit&lt;br /&gt;
 |image = Elite_hardsuit.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 8 telecrystals.&lt;br /&gt;
 |usedfor = Having better armor and fireproofing.&lt;br /&gt;
 |strategy = Wear it. Most useful if you plan on using a flamethrower or just need more armor.&lt;br /&gt;
 |description = Works like a [[#Syndicate_Hardsuit|Syndicate Hardsuit]], but it&#039;s more armored and completely immune to fire and acid. Useful when using fire-based weapons. &amp;lt;br&amp;gt; Resistances: melee = 60, bullet = 60, laser = 50, energy = 25, bomb = 55, bio = 100, rad = 70, fire = 100, acid = 100. &lt;br /&gt;
 }}&lt;br /&gt;
===Shielded Hardsuit===&lt;br /&gt;
{{anchor|Shielded  Hardsuit}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Shielded Hardsuit (Blood-red Hardsuit)&lt;br /&gt;
 |image = Syndi_hardsuit.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 30 telecrystals.&lt;br /&gt;
 |usedfor = Having better armor and fireproofing.&lt;br /&gt;
 |strategy = Wear it. Most useful if you plan on taking the brunt of fire. Pairs well with a heavy weapon.&lt;br /&gt;
 |description = Looks like a normal [[#Syndicate_Hardsuit|Syndicate Hardsuit]], but it has a shield that completely negates attacks until it depletes. Stores up to 3 charges, which regenerate when not being hit for 20 seconds. If the shielding falls, it has the same armor as a normal Syndicate hardsuit, but with full Acid and Fire protection. &amp;lt;br&amp;gt; Resistances: melee = 40, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50, fire = 100, acid = 100. &lt;br /&gt;
 }}&lt;br /&gt;
==Devices and Tools==&lt;br /&gt;
===Blood-Red Magboots===&lt;br /&gt;
{{anchor|Blood-Red Magboots}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Blood-Red Magboots&lt;br /&gt;
 |image = Syndi_magboots.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 2 telecrystals.&lt;br /&gt;
 |usedfor = Working without gravity.&lt;br /&gt;
 |strategy = Activate them if the gravity generator stops working.&lt;br /&gt;
 |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.&lt;br /&gt;
 }}&lt;br /&gt;
===Assault Pod Targeting Device===&lt;br /&gt;
{{anchor|Assault Pod Targeting Device}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Assault Pod Targeting Device&lt;br /&gt;
 |image = Gangtool_red.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink. It costs 30 telecrystals.&lt;br /&gt;
 |usedfor = Dropping on the station with style.&lt;br /&gt;
 |strategy = Use this to drop into a central area, giving less time to react to the crew.&lt;br /&gt;
 |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&#039;s defended by wall-mounted automatic guns, making it a safe location to retreat to if necessary.&lt;br /&gt;
&#039;&#039;&#039;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&#039;t forget the nuke behind!&#039;&#039;&#039;&lt;br /&gt;
 }}&lt;br /&gt;
===Energy Shield===&lt;br /&gt;
{{anchor|Energy_Shield}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Energy Shield&lt;br /&gt;
 |image = Eshield.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 16 telecrystals.&lt;br /&gt;
 |usedfor = Protecting yourself from energy weapons&lt;br /&gt;
 |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&#039;s riot shotguns will be effective in bypassing the energy shield.&amp;lt;br&amp;gt; While expensive, having the people up front wield an energy shield makes for a good breaching strategy.&lt;br /&gt;
 |description = An incredibly useful personal shield projector, capable of reflecting energy projectiles and defending against other attacks.&lt;br /&gt;
 }}&lt;br /&gt;
===Medbeam Gun===&lt;br /&gt;
{{anchor|Medbeam Gun}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Medbeam Gun&lt;br /&gt;
 |image = Medgun.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 14 telecrystals.&lt;br /&gt;
 |usedfor = Constant and free healing.&lt;br /&gt;
 |strategy = Use it on a target to begin healing it.&lt;br /&gt;
 |description = A very efficient healing tool, that doesn&#039;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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;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.&#039;&#039;&#039;&lt;br /&gt;
 }}&lt;br /&gt;
===Syndicate Medical Supply Kit===&lt;br /&gt;
{{anchor|Syndicate Medical Supply Kit}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Syndicate Medical Supply Kit&lt;br /&gt;
 |image = Syndicate Medical Supply Kit.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 4 telecrystals.&lt;br /&gt;
 |usedfor = Healing your fellow operatives.&lt;br /&gt;
 |strategy = Use this to keep your team alive.&lt;br /&gt;
 |description = The syndicate medkit is a suspicious black and red. Included is a combat stimulant injector (containing 30 units of Epinephrine, 30 units of Omnizine, 15 units of Leporazine and 15 units of Atropine), a night vision medical hud for quick identification of injured comrades, a brute and burn healing patch, and a combat defibrillator that fits in belts and works through exosuits (usually useless due to explosive implants).&lt;br /&gt;
 }}&lt;br /&gt;
===Syndicate Sentience Potion===&lt;br /&gt;
{{anchor|Syndicate Sentience Potion}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Syndicate Sentience Potion&lt;br /&gt;
 |image = Intell_potion.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 4 telecrystals.&lt;br /&gt;
 |usedfor = Giving intelligence and a radio implant to an animal.&lt;br /&gt;
 |strategy = Use it on an animal to render it intelligent and loyal to you. Keep in touch thanks to the implanted radio.&lt;br /&gt;
 |description = This potion will grant intelligence (i.e. a player controller and speech) to any simple mob it is used on, also enslaving them to your commands.&amp;lt;br&amp;gt; Additionally, the creature will receive a radio implant, as well as an implanted syndicate ID, allowing them to enter and exit the Syndicate Infiltrator.&lt;br /&gt;
 }}&lt;br /&gt;
==Implants==&lt;br /&gt;
All these items ship with an (auto) implanter; to use it, insert the implant in the implanter and use it inhand.&lt;br /&gt;
===CNS Rebooter Implant===&lt;br /&gt;
{{anchor|CNS Rebooter Implant}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = CNS Rebooter Implant&lt;br /&gt;
 |image = Brain_implant.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 12 telecrystals.&lt;br /&gt;
 |usedfor = Reducing stuns.&lt;br /&gt;
 |strategy = Implant it in yourself.&lt;br /&gt;
 |description = This implant will shorten any stun longer than 4 seconds to 4 seconds.&lt;br /&gt;
 }}&lt;br /&gt;
===Microbomb Implant===&lt;br /&gt;
{{anchor|Microbomb Implant}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Microbomb Implant&lt;br /&gt;
 |image = Injector.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 3 telecrystals.&lt;br /&gt;
 |usedfor = Exploding on death.&lt;br /&gt;
 |strategy = Use it when dying to prevent your items from being stolen.&lt;br /&gt;
 |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.&lt;br /&gt;
 }}&lt;br /&gt;
===Macrobomb Implant===&lt;br /&gt;
{{anchor|Macrobomb Implant}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Macrobomb Implant&lt;br /&gt;
 |image = Injector.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 20 telecrystals.&lt;br /&gt;
 |usedfor = Exploding on death.&lt;br /&gt;
 |strategy = Use it when dying to prevent anyone close to your corpse from being alive.&lt;br /&gt;
 |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&#039;re unaware.&lt;br /&gt;
 }}&lt;br /&gt;
===Reviver Implant===&lt;br /&gt;
{{anchor|Reviver Implant}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Reviver Implant&lt;br /&gt;
 |image = Chest_implant.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 7 telecrystals.&lt;br /&gt;
 |usedfor = Recovering from crit.&lt;br /&gt;
 |strategy = Implant it in yourself.&lt;br /&gt;
 |description = This implant will heal you once you fall into crit, then goes into cooldown.&lt;br /&gt;
 }}&lt;br /&gt;
===Thermal Vision Implant===&lt;br /&gt;
{{anchor|Thermal Vision Implant}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Thermal Vision Implant&lt;br /&gt;
 |image = Robotic_eyes.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 7 telecrystals.&lt;br /&gt;
 |usedfor = Seeing living beings through walls.&lt;br /&gt;
 |strategy = Implant it in yourself.&lt;br /&gt;
 |description = Like optical thermal goggles, but leaves your glasses slot free for other glasses.&lt;br /&gt;
 }}&lt;br /&gt;
===X-Ray Vision Implant===&lt;br /&gt;
{{anchor|X-Ray Vision Implant}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = X-Ray Vision Implant&lt;br /&gt;
 |image = Robotic_eyes.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 9 telecrystals.&lt;br /&gt;
 |usedfor = Seeing through walls.&lt;br /&gt;
 |strategy = Implant it in yourself.&lt;br /&gt;
 |description = Allows unrestricted vision through walls.&lt;br /&gt;
 }}&lt;br /&gt;
==Support==&lt;br /&gt;
Mechs, cyborgs and new troops, for when you feel you&#039;re understaffed.&lt;br /&gt;
===Dark Gygax===&lt;br /&gt;
{{anchor|Dark Gygax}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Dark Gygax&lt;br /&gt;
 |image = DarkGygax.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 80 telecrystals.&lt;br /&gt;
 |usedfor = Heavy Fire Support.&lt;br /&gt;
 |strategy = Mow down hallways of people and teleport onto the bridge to give the Captain a big surprise!&lt;br /&gt;
 |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.&amp;lt;br&amp;gt; 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.&amp;lt;br&amp;gt; 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&#039;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.&amp;lt;br&amp;gt; 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&#039;s integrity.&amp;lt;br&amp;gt;&lt;br /&gt;
Has thrusters for space-maneuverability.&lt;br /&gt;
 }}&lt;br /&gt;
===Dark Mauler===&lt;br /&gt;
{{anchor|Dark Mauler}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Dark Mauler&lt;br /&gt;
 |image = DarkMarauder.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 140 telecrystals!&lt;br /&gt;
 |usedfor = Heavy Assault Platform.&lt;br /&gt;
 |strategy = For when you need to absolutely annihilate anything in your way, accept no substitute.&lt;br /&gt;
 |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, even Death Squads have been known to request backup at the sight of one of these bad boys. 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.&amp;lt;br&amp;gt; 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. &amp;lt;br&amp;gt; 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&#039;t waste TC (although it is good to have a backup plan if the mech is destroyed).&lt;br /&gt;
 }}&lt;br /&gt;
===Syndicate Cyborg===&lt;br /&gt;
{{anchor|Syndicate Cyborg}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Syndicate Cyborg&lt;br /&gt;
 |image = Syndieborg.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 68 TC for the assault module, 32 for the medical one and 32 for the saboteur module.&lt;br /&gt;
 |usedfor = Robotic Support.&lt;br /&gt;
 |strategy = Increase team size by adding a borg to the team, an unstunnable killing machine. &lt;br /&gt;
 |description = A Cyborg based off Nanotrasen designs, 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 Saboteur module.&amp;lt;br&amp;gt;&lt;br /&gt;
* The assault module contains:&lt;br /&gt;
** A [[Security_items#Flash|flash]]&lt;br /&gt;
** An [[#Energy_Sword|energy sword]]&lt;br /&gt;
** A cyborg LMG that prints ammo from energy&lt;br /&gt;
** A grenade launcher&lt;br /&gt;
** An [[#Emag|emag]]&lt;br /&gt;
** A power connector (to charge from certain machines on the go)&lt;br /&gt;
** A crowbar&lt;br /&gt;
** A fire extinguisher&lt;br /&gt;
** A pinpointer&lt;br /&gt;
* The medical module contains:&lt;br /&gt;
** A [[Security_items#Flash|flash]]&lt;br /&gt;
** A [[#Medical_bundle|syndicate hypospray]] containing nanites&lt;br /&gt;
** Medical Gauze&lt;br /&gt;
** A defibrillator&lt;br /&gt;
** A [[#Medbeam_Gun|Medbeam Gun]]&lt;br /&gt;
** A health analyzer&lt;br /&gt;
** Surgery tools (The surgical saw can be toggled to be an energy sword)&lt;br /&gt;
** An [[#Emag|emag]]&lt;br /&gt;
** A power connector (to charge from certain machines on the go)&lt;br /&gt;
** A crowbar&lt;br /&gt;
** A fire extinguisher&lt;br /&gt;
** A pinpointer&lt;br /&gt;
*The saboteur module contains:&lt;br /&gt;
** A [[Security_items#Flash|flash]]&lt;br /&gt;
** [[#Thermal_Imaging_Glasses|Thermal Imaging Vision]]&lt;br /&gt;
** A syndicate [[Engineering_items#RCD|Rapid Construction Device (RCD)]]&lt;br /&gt;
** A [[Engineering_items#RPD|Rapid Piping Device (RPD)]]&lt;br /&gt;
** Zipties&lt;br /&gt;
** Improved versions of basic tools&lt;br /&gt;
** Metal Synthesizer&lt;br /&gt;
** Glass Synthesizer&lt;br /&gt;
** Cable Synthesizer&lt;br /&gt;
** Iron Rods&lt;br /&gt;
** A Destination Tagger. (To go around the station quicker)&lt;br /&gt;
** An [[#Emag|emag]]&lt;br /&gt;
** A cyborg chameleon projector (To disguise as a normal engineering cyborg)&lt;br /&gt;
** A power connector (To charge from certain machines on the go)&lt;br /&gt;
** A crowbar&lt;br /&gt;
** A fire extinguisher&lt;br /&gt;
** A pinpointer&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
 }}&lt;br /&gt;
===Reinforcements===&lt;br /&gt;
{{anchor|Reinforcements}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Reinforcements&lt;br /&gt;
 |image = Generic_nukesyndie.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 24 telecrystals.&lt;br /&gt;
 |usedfor = Support.&lt;br /&gt;
 |strategy = Increase your team size by adding another operative. &lt;br /&gt;
 |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.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==(Pointless) Badassery==&lt;br /&gt;
===Broken Chameleon Kit===&lt;br /&gt;
{{anchor|Broken Chameleon Kit}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Broken Chameleon Kit&lt;br /&gt;
 |image = Changeling.gif&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 4 telecrystals.&lt;br /&gt;
 |usedfor = Complimenting your Syndicate balloon.&lt;br /&gt;
 |strategy = Put this on and demonstrate your robustness.&lt;br /&gt;
 |description = A full chameleon kit, gun aside, that acts as if EMP&#039;d. You will stick out like a sore thumb and be unable to wear &amp;quot;real&amp;quot; armor.&lt;br /&gt;
 }}&lt;br /&gt;
===Centcom Official Costume===&lt;br /&gt;
{{anchor|Centcom Official Costume}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Centcom Official Costume&lt;br /&gt;
 |image = Syndibox.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 4 telecrystals.&lt;br /&gt;
 |usedfor = Playing them like a fiddle.&lt;br /&gt;
 |strategy = Ask the crew to &amp;quot;inspect&amp;quot; their nuclear disk and weapons system.&lt;br /&gt;
 |description = Contains a full CentCom Official uniform, headset and clipboard included. The headset comes without an encryption key. Do be aware that some Security personnel may attack you on sight for simply wearing this.&lt;br /&gt;
 }}&lt;br /&gt;
===Clown Costume===&lt;br /&gt;
{{anchor|Clown Costume}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Clown Costume&lt;br /&gt;
 |image = Duffle_syndie.png&lt;br /&gt;
 |foundin = Ordered via syndicate uplink, costs 4 telecrystals.&lt;br /&gt;
 |usedfor = PRANKS GONE WRONG 3: NUCLEAR EDITION&lt;br /&gt;
 |strategy = Wearing this will be enough to terrify most crew members.&lt;br /&gt;
 |description = Contains a complete [[Clown]] uniform.&lt;br /&gt;
 }}&lt;br /&gt;
[[Category:Objects]]&lt;br /&gt;
[[Category: Weapons]]&lt;/div&gt;</summary>
		<author><name>Sarchutar</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=File:84mmHEDP.png&amp;diff=33124</id>
		<title>File:84mmHEDP.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=File:84mmHEDP.png&amp;diff=33124"/>
		<updated>2021-02-22T03:05:02Z</updated>

		<summary type="html">&lt;p&gt;Sarchutar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sarchutar</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=File:84mmHE.png&amp;diff=33123</id>
		<title>File:84mmHE.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=File:84mmHE.png&amp;diff=33123"/>
		<updated>2021-02-22T03:04:44Z</updated>

		<summary type="html">&lt;p&gt;Sarchutar: &lt;/p&gt;
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		<author><name>Sarchutar</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=File:Rocketlauncher.png&amp;diff=33122</id>
		<title>File:Rocketlauncher.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=File:Rocketlauncher.png&amp;diff=33122"/>
		<updated>2021-02-22T03:02:36Z</updated>

		<summary type="html">&lt;p&gt;Sarchutar: &lt;/p&gt;
&lt;hr /&gt;
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		<author><name>Sarchutar</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=File:40mmHE.png&amp;diff=33121</id>
		<title>File:40mmHE.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=File:40mmHE.png&amp;diff=33121"/>
		<updated>2021-02-22T03:00:18Z</updated>

		<summary type="html">&lt;p&gt;Sarchutar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sarchutar</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=File:556Mag.png&amp;diff=33120</id>
		<title>File:556Mag.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=File:556Mag.png&amp;diff=33120"/>
		<updated>2021-02-22T02:57:29Z</updated>

		<summary type="html">&lt;p&gt;Sarchutar: &lt;/p&gt;
&lt;hr /&gt;
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		<author><name>Sarchutar</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=File:M90_carbine.png&amp;diff=33119</id>
		<title>File:M90 carbine.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=File:M90_carbine.png&amp;diff=33119"/>
		<updated>2021-02-22T02:55:51Z</updated>

		<summary type="html">&lt;p&gt;Sarchutar: &lt;/p&gt;
&lt;hr /&gt;
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		<author><name>Sarchutar</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=File:Syndicatebeer.png&amp;diff=33118</id>
		<title>File:Syndicatebeer.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=File:Syndicatebeer.png&amp;diff=33118"/>
		<updated>2021-02-22T02:41:05Z</updated>

		<summary type="html">&lt;p&gt;Sarchutar: &lt;/p&gt;
&lt;hr /&gt;
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		<author><name>Sarchutar</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=File:Mecha_weapon_bay.png&amp;diff=33117</id>
		<title>File:Mecha weapon bay.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=File:Mecha_weapon_bay.png&amp;diff=33117"/>
		<updated>2021-02-22T02:39:07Z</updated>

		<summary type="html">&lt;p&gt;Sarchutar: &lt;/p&gt;
&lt;hr /&gt;
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		<author><name>Sarchutar</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=File:Crab_phone.png&amp;diff=33116</id>
		<title>File:Crab phone.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=File:Crab_phone.png&amp;diff=33116"/>
		<updated>2021-02-22T02:17:17Z</updated>

		<summary type="html">&lt;p&gt;Sarchutar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sarchutar</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Clothing_and_Accessories&amp;diff=33115</id>
		<title>Clothing and Accessories</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Clothing_and_Accessories&amp;diff=33115"/>
		<updated>2021-02-22T02:11:03Z</updated>

		<summary type="html">&lt;p&gt;Sarchutar: Update combat gloves icon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Clothing is what keeps you warm in the winter, let alone the dead of space. Below are the objects which you can wear.&lt;br /&gt;
&lt;br /&gt;
== Short guide to clothes ==&lt;br /&gt;
&lt;br /&gt;
=== Inventory ===&lt;br /&gt;
&lt;br /&gt;
Your character has following slots that are always available:&lt;br /&gt;
&lt;br /&gt;
* Jumpsuit&lt;br /&gt;
* External suit&lt;br /&gt;
* Back&lt;br /&gt;
* Mask&lt;br /&gt;
* Shoes&lt;br /&gt;
* Gloves&lt;br /&gt;
* Ears&lt;br /&gt;
* Glasses&lt;br /&gt;
* Hat&lt;br /&gt;
* Neck&lt;br /&gt;
&lt;br /&gt;
Jumpsuit unlocks for you:&lt;br /&gt;
&lt;br /&gt;
* Belt&lt;br /&gt;
* Pockets&lt;br /&gt;
* ID slot&lt;br /&gt;
&lt;br /&gt;
And external suit unlocks for you an external suit storage.&lt;br /&gt;
&lt;br /&gt;
Contents of your pockets are not visible for others, but if someone tries to empty them you do not get a message unless you move. Pockets can hold tiny and small items. They can also hold mining satchel, despite it being a normal-sized item.&lt;br /&gt;
&lt;br /&gt;
If you have a storage item in one of your slots, you can click on it to open it. If you want to take it to your hand, drag it to the hand slot with your mouse. You can also drag an item to your character on the map to open it. This will work with a pill bottle in your pocket, for example, or if you have something in your hands.&lt;br /&gt;
&lt;br /&gt;
=== Damage protection ===&lt;br /&gt;
&lt;br /&gt;
There are several types of damage in the game. Various pieces of clothing offer protection for the body parts they cover.&lt;br /&gt;
&lt;br /&gt;
* Melee&lt;br /&gt;
* Bullet&lt;br /&gt;
* Laser&lt;br /&gt;
* Energy&lt;br /&gt;
* Bomb&lt;br /&gt;
* Biological&lt;br /&gt;
* Radiation&lt;br /&gt;
* Fire&lt;br /&gt;
* Acid&lt;br /&gt;
&lt;br /&gt;
=== Temperature protection ===&lt;br /&gt;
&lt;br /&gt;
Some pieces of clothing offer protection from high/low temperatures. High-temperature protection is needed when everything is on fire. Low-temperature protection is needed when you are in space or very close to being in space. Items only protect body parts they cover.&lt;br /&gt;
&lt;br /&gt;
== Jumpsuits ==&lt;br /&gt;
&lt;br /&gt;
Having a jumpsuit is extremely important. Without a jumpsuit you will not have an ID slot, a belt slot, or any pocket slots. The jumpsuit is also useful in identifying your department at a glance, and so can be used as part of a disguise.&lt;br /&gt;
In addition, jumpsuits now have a full suite of [[Suit sensors|sensors]] that can be toggled and adjusted by right-clicking on it. They can give out data to the bridge including your location, your health, and your mortality. Some jumpsuits made to be practical will offer minor protection, which will be noted in it&#039;s description. For example, the virologist&#039;s jumpsuit has minor projection to biohazards, while the Head of Security&#039;s will have a small amount of protection from blunt trauma. [[Plasmaman]] jumpsuits prevent plasmamen from being on fire when worn with a plasmaman helmet.&lt;br /&gt;
&lt;br /&gt;
A bit different from the others is the prisoner&#039;s jumpsuit. In addition to its distinctive colour, its suit sensors are always on maximum.&lt;br /&gt;
&lt;br /&gt;
You can wash a jumpsuit in a washing machine with a crayon to paint it.&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #FFDBBE&lt;br /&gt;
|bgcolor2 = #FFCFA8&lt;br /&gt;
|name = Jumpsuits&lt;br /&gt;
|image = Chameleon jumpsuit.gif&lt;br /&gt;
|foundin = Everyone starts with one, several more are found in lockers all around the station&lt;br /&gt;
|usedfor = To hide your naked body, jumpsuits provides a belt slot, ID slot and two pockets for storage. They also come equipped with adjustable [[Suit_sensors|suit sensors]] which, when enabled will show useful information about the wearer on crew monitoring consoles&lt;br /&gt;
|strategy = Just wear it at all times as they&#039;re useful and practical&lt;br /&gt;
|description = Jumpsuits are the clothing standard on the station. Everyone starts off with one, which describes which job they do. Additional ones are usually found in the changing room, in the dormitory, in job-specific wardrobes and in the lockers for heads of staff.&amp;lt;br&amp;gt; &lt;br /&gt;
Job-specific jumpsuits offer minor protection from for example radiation (engineering), brute (security) or acid (science).&amp;lt;br&amp;gt;&lt;br /&gt;
There are some additional, gimmicky ones in the theater.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Headgear ==&lt;br /&gt;
&lt;br /&gt;
Different kinds of hats for various purposes.&lt;br /&gt;
&lt;br /&gt;
{{anchor|Hard Hat}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #FFE9BE&lt;br /&gt;
 |bgcolor2 = #FFE2A8&lt;br /&gt;
 |name = Hard Hat&lt;br /&gt;
 |image = HardHat.png&lt;br /&gt;
 |foundin = [[Engineering]]&lt;br /&gt;
 |usedfor = Providing light in dark areas and [[Station_Engineer#I_have_no_suit_and_I_must_EVA|ghetto EVA]]&lt;br /&gt;
 |strategy = Wear it to be recognized as a competent engineer&lt;br /&gt;
 |description = All engineers spawn with one of these on their head. These make your head pressureproof and protect a bit from heat. &amp;lt;br&amp;gt;A functionally identical version of this is the [[File:Fire_Helmet.png|64px]] Firefighter Helmet. They can be found in [[Maintenance]] and [[Atmospherics]].&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Atmospheric Technician&#039;s Firefighting Helmet}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #FFE9BE&lt;br /&gt;
 |bgcolor2 = #FFE2A8&lt;br /&gt;
 |name = Atmospheric Technician&#039;s Firefighting Helmet&lt;br /&gt;
 |image = Hardhat-atmos.png&lt;br /&gt;
 |foundin = [[Atmospherics]]&lt;br /&gt;
 |usedfor = Providing light in dark areas, protecting your head from fire and pressure, concealing identity, [[Station_Engineer#I_have_no_suit_and_I_must_EVA|ghetto EVA]]&lt;br /&gt;
 |strategy = Wear it with the [[Firesuit|firesuit]] and you&#039;ll be cool while walking through plasma fires.&lt;br /&gt;
 |description = An upgraded hard hat that completely protects you from heat and pressure. Obscures your face.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Welding Helmet}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #FFE9BE&lt;br /&gt;
 |bgcolor2 = #FFE2A8&lt;br /&gt;
 |name = Welding Helmet&lt;br /&gt;
 |image = WeldingHelmet.png&lt;br /&gt;
 |foundin = [[Engineering]], [[Atmospherics]]&lt;br /&gt;
 |usedfor = Keeping your eyes safe when welding&lt;br /&gt;
 |strategy = Wear it while using a [[welding tool]], or to get by flashers. Wearing them makes you practically blind. Clicking the Welding Helmet while in hand, will flip it up so it doesn&#039;t cover the face&lt;br /&gt;
 |description = A head-mounted face cover designed to protect the wearer completely from space-arc eye and getting flashed. Cargo can manufacture these with their autolathe or they can order some.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Bio Hood}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #FFE9BE&lt;br /&gt;
 |bgcolor2 = #FFE2A8&lt;br /&gt;
 |name = Bio Hood&lt;br /&gt;
 |image = BioHood.png&lt;br /&gt;
 |foundin = [[Engineering]], [[Medbay]], [[Custodial Closet]], [[Virology]]&lt;br /&gt;
 |usedfor = Bio Hoods and Overalls decreases the chance of being affected by reagents in smoke and also protects from facehuggers&lt;br /&gt;
 |strategy = A [[chemist]] with one of these suits is invincible against against their own smoke bombs, no more suicide gassing&lt;br /&gt;
 |description = Wear this with the Bio suit to complete the look. They also hide your identity.&lt;br /&gt;
 }}&lt;br /&gt;
 &lt;br /&gt;
{{anchor|Helmet}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #FFE9BE&lt;br /&gt;
 |bgcolor2 = #FFE2A8&lt;br /&gt;
 |name = Helmet&lt;br /&gt;
 |image = helmet.png&lt;br /&gt;
 |foundin = Lockers at [[Security Office]] and [[Security Posts]]&lt;br /&gt;
 |usedfor = To protect your head, your eyes and your headset&lt;br /&gt;
 |strategy = Wear it&lt;br /&gt;
 |description = A component of [[roboticist#securitrons|Securitrons]] and a distinguishing feature of [[Security Officer]]s (if you&#039;re wondering why people are treating you like a piece of shit, it&#039;s because the previous shitcurity officer had the exact same uniform as you). Helmets protect against damage to the head very well. &amp;lt;strike&amp;gt;Some come with a siren.&amp;lt;/strike&amp;gt; They can be found in security [[locker]]s and Cargo could order more. Every Security Officer spawns with one. &amp;lt;br&amp;gt;Resistances: &amp;quot;melee&amp;quot; = 35, &amp;quot;bullet&amp;quot; = 30, &amp;quot;laser&amp;quot; = 30,&amp;quot;energy&amp;quot; = 10, &amp;quot;bomb&amp;quot; = 25, &amp;quot;bio&amp;quot; = 0, &amp;quot;rad&amp;quot; = 0, &amp;quot;fire&amp;quot; = 50, &amp;quot;acid&amp;quot; = 50&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Riot Helmet}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #FFE9BE&lt;br /&gt;
 |bgcolor2 = #FFE2A8&lt;br /&gt;
 |name = Riot Helmet&lt;br /&gt;
 |image = Riothelm.png&lt;br /&gt;
 |foundin = [[Armory]]&lt;br /&gt;
 |usedfor = To protect your head from melee attacks and your face from [[Xenos#Facehugger|facehuggers]]&lt;br /&gt;
 |strategy = Wear it&amp;lt;br&amp;gt;&lt;br /&gt;
 |description = An helmet with marginally better protection from melee attacks, but worse protection from energy weapons. The real value of this helmet is its visor, which protects you from facehuggers. &amp;lt;br&amp;gt;Resistances: &amp;quot;melee&amp;quot; = 50, &amp;quot;bullet&amp;quot; = 10, &amp;quot;laser&amp;quot; = 10, &amp;quot;energy&amp;quot; = 10, &amp;quot;bomb&amp;quot; = 0, &amp;quot;bio&amp;quot; = 0, &amp;quot;rad&amp;quot; = 0, &amp;quot;fire&amp;quot; = 80, &amp;quot;acid&amp;quot; = 80&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Cake Hat}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #FFE9BE&lt;br /&gt;
 |bgcolor2 = #FFE2A8&lt;br /&gt;
 |name = Cake Hat&lt;br /&gt;
 |image = Cakehat.PNG&lt;br /&gt;
 |foundin = [[Bar]]&lt;br /&gt;
 |usedfor = To celebrate birthdays&lt;br /&gt;
 |strategy = Wear it&lt;br /&gt;
 |description = Comes with a candle that is guaranteed to light any plasma you walk through on fire. Can be used to make a [[Guide_to_food_and_drinks#Cakes|birthday cake]]&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{Anchor|EVA Helmet}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #FFE9BE&lt;br /&gt;
 |bgcolor2 = #FFE2A8&lt;br /&gt;
 |name = EVA Helmet&lt;br /&gt;
 |image = Space_helmet.png&lt;br /&gt;
 |foundin = [[EVA]], [[Supply crates#Space Suit Crate|Space Suit Crate]]&lt;br /&gt;
 |usedfor = To prevent exposure of the wearer to depressurized areas and the void of space.&lt;br /&gt;
 |strategy = Wear it with an EVA Suit when going out on spacewalks or when anticipating depressurized areas of the station.&lt;br /&gt;
&#039;&#039;&#039;(Spaceproof)&#039;&#039;&#039;&lt;br /&gt;
 |description = A simple space suit helmet for use in EVA activities. Keeps you insulated from the cold and pressure, but cannot handle high temperatures and direct fire contact.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Plasmaman Helmet}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #FFE9BE&lt;br /&gt;
 |bgcolor2 = #FFE2A8&lt;br /&gt;
 |name = Plasmaman Helmet&lt;br /&gt;
 |image = Plasmaman_helmet.png&lt;br /&gt;
 |foundin = Plasmamen, [[Supply crates|Plasmaman Supply Kit]]&lt;br /&gt;
 |usedfor = To prevent exposure of the wearer to oxygen in air&lt;br /&gt;
 |strategy = Wear it. As a plasmaman, only take it off to join a [[Revolution]] or to set yourself on fire!&lt;br /&gt;
&#039;&#039;&#039;(Spaceproof)&#039;&#039;&#039;&lt;br /&gt;
 |description = Plasmaman start off wearing these. If you&#039;re set on fire and you&#039;re wearing this and the plasmaman jumpsuit, you&#039;ll be extinguished as soon as the auto-extinguishing system is ready. Non-plasmamen won&#039;t suffocate while wearing one.&lt;br /&gt;
Expect a killer to remove this helmet from a dead or dying plasmaman, turning them into a lasting fire.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
=Masks=&lt;br /&gt;
Different masks can provide you with oxygen, filter out bad gases and germs, hide your identity or make you look cool.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Breath Mask}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #FFFFBE&lt;br /&gt;
 |bgcolor2 = #FFFFA8&lt;br /&gt;
 |name = Breath Mask&lt;br /&gt;
 |image = BreathMask.png&lt;br /&gt;
 |foundin = It is very common for a crewmate to wear a breath mask, since every [[backstory#Nanotrasen|employee]] is provided with a complementary [[box]] of internals in their [[backpack]] prior to their trip on the arrival shuttle&lt;br /&gt;
 |usedfor  = They are transparent and cover only part of the face, so can&#039;t be used in hiding your identity&lt;br /&gt;
 |strategy = Used when people with [[Voice Changer]]s are on the loose&lt;br /&gt;
 |description = Unlike gas masks, breath masks must be attached to an air tank in order to have any benefit. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Gas Mask}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #FFFFBE&lt;br /&gt;
 |bgcolor2 = #FFFFA8&lt;br /&gt;
 |name = Gas Mask&lt;br /&gt;
 |image = Gas_mask.png&lt;br /&gt;
 |foundin = [[Engineering]], [[Maintenance]]&lt;br /&gt;
 |usedfor  = Gas masks can be used in conjunction with a gas tank of any type to set up internals&lt;br /&gt;
 |strategy = Without internals they will hide your identity, protect your face, and filter out any contaminations in the air. It however does not mask your voice, unlike the [[Voice changer]] gasmask, which will change your voice to the voice of the ID you&#039;re wearing&lt;br /&gt;
 |description = A face-covering mask that can be connected to an air supply. Protects from most toxic gases.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Sterile Mask}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #FFFFBE&lt;br /&gt;
 |bgcolor2 = #FFFFA8&lt;br /&gt;
 |name = Sterile Mask&lt;br /&gt;
 |image = Sterilemask.png&lt;br /&gt;
 |foundin = [[Medbay]], on [[Medical Doctor|Doctor&#039;s]] faces&lt;br /&gt;
 |usedfor  = Slight disease prevention&lt;br /&gt;
 |strategy = Internals provide the same disease blocking benefit as these with the added bonus of being able to breathe from oxygen tanks.&lt;br /&gt;
 |description = Filters toxic gases and gives a slight defense against airborne diseases.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Muzzle}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #FFFFBE&lt;br /&gt;
 |bgcolor2 = #FFFFA8&lt;br /&gt;
 |name = Muzzle&lt;br /&gt;
 |image = Muzzle.png&lt;br /&gt;
 |foundin = [[Medbay]]&lt;br /&gt;
 |usedfor = Keeping patients quiet&lt;br /&gt;
 |strategy = Put it on someone&#039;s face&lt;br /&gt;
 |description = Stops those pesky patients from screaming &amp;lt;s&amp;gt;for help&amp;lt;/s&amp;gt;!&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
=Bodywear=&lt;br /&gt;
These items can be worn over your jumpsuit, giving your protection or just to dress up nicely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Radiation Suit}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Radiation Suit&lt;br /&gt;
 |image = RadiationSuit.png&lt;br /&gt;
 |foundin = [[Engineering]] in a [[File:L2locker.png]]Radiation Suit Closet&lt;br /&gt;
 |usedfor = Protecting from radiation&lt;br /&gt;
 |strategy = Wear it and go near a radiation source&lt;br /&gt;
 |description = A highly recommended bodywear when being close to the [[Singularity]], a powered up [[Supermatter]] shard or the [[Gravity Generator]]. Comes with a [[File:RadiationSuitHood.png]] Radiation Suit Hood. &amp;lt;br&amp;gt;Resistances: &amp;quot;melee&amp;quot; = 0, &amp;quot;bullet&amp;quot; = 0, &amp;quot;laser&amp;quot; = 0,&amp;quot;energy&amp;quot; = 0, &amp;quot;bomb&amp;quot; = 0, &amp;quot;bio&amp;quot; = 60, &amp;quot;rad&amp;quot; = 100, &amp;quot;fire&amp;quot; = 30, &amp;quot;acid&amp;quot; = 30&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Bio-suit}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
|bgcolor2 = #E2FFA8&lt;br /&gt;
|name = Bio-suit&lt;br /&gt;
|image = BioSuit.png&lt;br /&gt;
|foundin = [[Engineering]], [[Medbay]], [[Custodial Closet]], [[Virology]] in a [[File:L3locker.png]]Level-3 Biohazard Suit Closet&lt;br /&gt;
|usedfor = Bio Suits and Overalls decreases the chance of being infected by diseases or affected by reagents in smoke.&lt;br /&gt;
|strategy = Short for biohazardous suit. Protects from almost all radiation, direct exposure to chemicals, and disease. Wearing one increases your immunity and is one more barrier between you and an acid spill or outbreak.&lt;br /&gt;
|description = A suit that protects against biological contamination and offers good radiation resistance. Comes with a [[File:BioSuitHood.png]] Bio-suit Hood.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Security Bio-suit}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
|bgcolor2 = #E2FFA8&lt;br /&gt;
|name = Security Bio-suit&lt;br /&gt;
|image = SecBioSuit.png&lt;br /&gt;
|foundin = [[Armory]]&lt;br /&gt;
|usedfor = Specially designed Bio-suit that provides complete protection from biological exposure akin to a Bio-suit but also provides a minor amount of protection thanks to the built in armour.&lt;br /&gt;
|strategy = Short for biohazardous suit. Protects from direct exposure to chemicals and disease, as well as most radiation. Wearing one increases your immunity and is one more barrier between you and an acid spill or outbreak&lt;br /&gt;
|description = A suit that protects against biological contamination, most radiation and some damage. Comes with a [[File:SecBioSuitHelm.png]] Security Bio-suit Hood.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Bomb-suit}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
|bgcolor2 = #E2FFA8&lt;br /&gt;
|name = Bomb-suit&lt;br /&gt;
|image = Bomb-suit.png&lt;br /&gt;
|foundin = [[Armory]], [[Toxins Lab]] in an [[File:L4locker.png]]EOD Closet&lt;br /&gt;
|usedfor = You will not be gibbed by bombs when you wear this.&lt;br /&gt;
|strategy = Wear it while tampering with bombs!&lt;br /&gt;
|description = A suit designed for safety when handling explosives. Comes with a [[File:BombHood.png]] Bomb Hood. &amp;lt;br&amp;gt; Resistances: &amp;quot;melee&amp;quot; = 20, &amp;quot;bullet&amp;quot; = 0, &amp;quot;laser&amp;quot; = 20,&amp;quot;energy&amp;quot; = 10, &amp;quot;bomb&amp;quot; = 100, &amp;quot;bio&amp;quot; = 0, &amp;quot;rad&amp;quot; = 0, &amp;quot;fire&amp;quot; = 80, &amp;quot;acid&amp;quot; = 50&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Labcoat}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Labcoat&lt;br /&gt;
 |image = Labcoat.png&lt;br /&gt;
 |foundin = [[Medbay]], [[Science]]&lt;br /&gt;
 |usedfor = Storing medical and scientific items.&lt;br /&gt;
 |strategy = Wear it to look like a real science man.&lt;br /&gt;
 |description = A suit that protects against minor chemical spills.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Hazard Vest}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Hazard Vest&lt;br /&gt;
 |image = Hazard.png&lt;br /&gt;
 |foundin = [[Engineering]], [[Atmospherics]], [[Construction Area]]&lt;br /&gt;
 |usedfor = Accessing the suit storage slot&lt;br /&gt;
 |strategy = This will make you look like a real engineer. It simply allows another storage slot for tools or flashlights. Also a very weak armor&lt;br /&gt;
 |description = A high-visibility vest used in work zones.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Emergency Firesuit}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Emergency Firesuit&lt;br /&gt;
 |image = Firesuit.png&lt;br /&gt;
 |foundin = [[Atmospherics]], [[Maintenance]], [[File:Firesafetycloset.png]]Fire Safety Closets around the station&lt;br /&gt;
 |usedfor = Fighting fires&lt;br /&gt;
 |strategy = Wearing a firesuit along with a fire helmet will protect you from [[temperature#lol_fire_is_hot|extreme heat]]. Slows you down slightly when worn. Wear it in space and it will protect you from the low pressure, though you&#039;ll still freeze.&lt;br /&gt;
 |description = A budget firesuit that protects against fire, heat, and pressure. Can be used as part of a ghetto EVA outfit.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Firesuit}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Firesuit&lt;br /&gt;
 |image = atmos_firesuit.png&lt;br /&gt;
 |foundin = [[Atmospherics]]&lt;br /&gt;
 |usedfor = Fighting the fiercest of fires&lt;br /&gt;
 |strategy = Wearing this firesuit along with the atmos tech&#039;s firefighting helmet will protect you from the greatest [[temperature#lol_fire_is_hot|extremes in temperature]]. Slows you down to the same degree as the emergency firesuit.&lt;br /&gt;
 |description = An expensive firesuit that protects against even the most deadly of station fires. Designed to protect even if the wearer is set aflame. Can be used as part of a ghetto EVA outfit.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Straight Jacket}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Straight Jacket&lt;br /&gt;
 |image = Straight_Jacket.png&lt;br /&gt;
 |foundin = [[Medbay]], [[Prison Wing]]&lt;br /&gt;
 |usedfor = Keeping a crazy person restrained&lt;br /&gt;
 |strategy = Wear it (not recommended) or put it on someone who you want restrained&lt;br /&gt;
 |description = A suit that completely restrains the wearer. Without help you must [[Keyboard_Shortcuts|resist]] to take it off, which requires you to stand still about 5 minutes. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Void Space Suit}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Space Suit (Softsuit)&lt;br /&gt;
 |image = Grey_space_suit.png&lt;br /&gt;
 |foundin = [[E.V.A.]]&lt;br /&gt;
 |usedfor = Spacewalks, firefighting, surviving viral outbreaks&lt;br /&gt;
 |strategy = Wearing this with a space helmet will protect you from the coldness of space. Significantly slows down the wearer.&amp;lt;br&amp;gt;&#039;&#039;&#039;(Spaceproof)&#039;&#039;&#039;&lt;br /&gt;
 |description = A suit that protects against cold and low pressure environments, but doesn&#039;t offer the melee and electric protection of hardsuits. Offers minor fire, radiation and acid protection.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|NASA Voidsuit}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = NASA Voidsuit&lt;br /&gt;
 |image = Voidsuit.png&lt;br /&gt;
 |foundin = [[Abandoned Satellite]]&lt;br /&gt;
 |usedfor = Spacewalks&lt;br /&gt;
 |strategy = Wearing this with a space helmet will protect you from the coldness of space. Slows the wearer down less than other spacesuits. &amp;lt;br&amp;gt;&#039;&#039;&#039;(Spaceproof)&#039;&#039;&#039;&lt;br /&gt;
 |description = An old, NASA Centcom branch designed, dark red space suit helmet.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Body Armor}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Body Armor&lt;br /&gt;
 |image = Armor.png&lt;br /&gt;
 |foundin = Lockers in [[Security Office]] and [[Security Posts]], [[Bartender]]&#039;s formal closet, [[Head of Personnel]]&#039;s locker&lt;br /&gt;
 |usedfor = To protect your chest&lt;br /&gt;
 |strategy = Wear it&lt;br /&gt;
 |description = If you&#039;re a [[Security Officer]], wear it! It has saved many lives. You can find replacements in almost all Security lockers. If these supplies have been exhausted, the [[Warden]] can provide you with some. It&#039;s for the protection of one&#039;s self in around the chest from brute damage, but not temperature extremes. If you have an open slot in your exo-suit, don&#039;t hesitate wearing this armor, it wont slow you down. It also provides you with a handy-dandy exosuit slot for stashing your taser or stun-baton!&amp;lt;br/&amp;gt;There&#039;s a variant of body armor [[file:Armor_alt.png|48px]] that&#039;s described as a &#039;slim armored vest&#039;. It&#039;s functionally identical to the other armor vest.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Captains Armor}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Captain&#039;s Carapace&lt;br /&gt;
 |image = Capscarapace.png&lt;br /&gt;
 |foundin = [[Captain&#039;s Quarters]]&lt;br /&gt;
 |usedfor = Protection&lt;br /&gt;
 |strategy = Wear to avoid death&lt;br /&gt;
 |description = A special armor vest unique to the Captain. Offers far greater protection than most armor, and displays your authority to the crew.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Riot Armor}}{{anchor|Riot Suit}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Riot Suit&lt;br /&gt;
 |image = Swatarmor.png&lt;br /&gt;
 |foundin = [[Armory]]&lt;br /&gt;
 |usedfor = To protect you from melee attacks&lt;br /&gt;
 |strategy = Wear it&lt;br /&gt;
 |description = Gives great protection against melee attacks, not very useful if you&#039;re attacked with a gun though. Commonly used with the [[Riot Shield]].&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Bulletproof Vest}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Bulletproof Vest&lt;br /&gt;
 |image = Bulletproofvest.png&lt;br /&gt;
 |foundin = [[Armory]]&lt;br /&gt;
 |usedfor = To protect you from bullets&lt;br /&gt;
 |strategy = Wear it&lt;br /&gt;
 |description = A vest that will protect you extremely well from projectile weapons like guns. It is useless against energy weapons. Stored in the armory.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Reflector Vest}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Reflector Vest&lt;br /&gt;
 |image = Ablative.png&lt;br /&gt;
 |foundin = [[Armory]]&lt;br /&gt;
 |usedfor = To deflect fire from energy weapons&lt;br /&gt;
 |strategy = Wear it&lt;br /&gt;
 |description = A blue and white vest that is made to deflect energy weapons. When you are wearing it, there is a chance that energy shots to your chest will be reflected back to the shooter. Useless against projectile weapons. It is stocked in the armory, and can be ordered in a secure crate from the cargo bay. This is a [[high-risk items|high-risk item]].&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Armored Coat}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Armored Coat&lt;br /&gt;
 |image = Armoredcoat.png&lt;br /&gt;
 |foundin = [[Head of Security&#039;s Office]]&lt;br /&gt;
 |usedfor = To deflect fire from energy weapons&lt;br /&gt;
 |strategy = Wear it&lt;br /&gt;
 |description = A greatcoat enchanced with a special alloy for some [[Guide_to_Combat#Armored_Coat|protection]] and style.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
=Hardsuits=&lt;br /&gt;
&lt;br /&gt;
Hardsuits are coldproof, pressureproof, protect from electric arcs (especially when worn with yellow gloves!) and come with a built-in helmet that can be toggled on/off.&amp;lt;br&amp;gt; Most are flashproof and offer a bit of protection from brute damage, heat and radiation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Hardsuit}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Engineering Hardsuit&lt;br /&gt;
 |image = RIG.png&lt;br /&gt;
 |foundin = [[Engineering]]&lt;br /&gt;
 |usedfor = Spacewalks, fixing gravity generators and engines&lt;br /&gt;
 |strategy = Engineering is provided with hardsuits to assist with setting up some engines, wiring the solar panels, and repairing hull breaches. Significantly slows the wearer down. &amp;lt;br&amp;gt;&#039;&#039;&#039;(Spaceproof)&#039;&#039;&#039;&lt;br /&gt;
 |description = Has better radiation shielding than most other spacesuits. &amp;lt;br&amp;gt;Resistances: melee = 10, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 75, fire = 50, acid = 75. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Atmospherics Hardsuit}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Atmospherics Hardsuit&lt;br /&gt;
 |image = Atmospherics_Hardsuit.png&lt;br /&gt;
 |foundin = [[Atmospherics]]&lt;br /&gt;
 |usedfor = Spacewalking and strolling through plasma fires.&lt;br /&gt;
 |strategy = Suits for [[Atmos Tech|Atmospheric Technicians]] working in very hostile temperatures. &amp;lt;br&amp;gt;&#039;&#039;&#039;(Spaceproof)&#039;&#039;&#039;&lt;br /&gt;
 |description = The best firefighting suit, fireproof and very resistant to heat. However, it has very little radiation shielding. Protects from temperatures up to 35000 K°. &amp;lt;br&amp;gt;Resistances: melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 25, fire = 100, acid = 75. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Mining Hardsuit}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Mining Hardsuit&lt;br /&gt;
 |image = Mining_Hardsuit.png&lt;br /&gt;
 |foundin = [[Mining Station]]&lt;br /&gt;
 |usedfor = Mining and spacewalking&lt;br /&gt;
 |strategy = Reinforced against heat and explosions, but weaker against radiation and fire than the regular engineering hardsuit. Often enhanced with armored plates from certain asteroid-dwelling creatures. &amp;lt;br&amp;gt;&#039;&#039;&#039;(Spaceproof)&#039;&#039;&#039;&lt;br /&gt;
 |description = Bought by Miners at their vending machine. Offers decent heat and blast protection. Useful for exploring space. Sees very little actual use on lavaland, as the slowdown is a death sentence against [[Megafauna]], unless you find [[Guide_to_xenobiology#Red_Slime|a way to remove the slowdown]].&amp;lt;br&amp;gt;Resistances: melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 50, bio = 100, rad = 50, fire = 50, acid = 75. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Advanced_Hardsuit}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Advanced Hardsuit&lt;br /&gt;
 |image = AdvRIG.png&lt;br /&gt;
 |foundin = [[Chief Engineer&#039;s Office]]&lt;br /&gt;
 |usedfor = Repairing a delaminating [[Supermatter|Supermatter Engine]]&lt;br /&gt;
 |strategy = Has more protection against brute, blasts and radiation than the regular engineering/atmospherics hardsuits. &amp;lt;br&amp;gt;&#039;&#039;&#039;(Spaceproof)&#039;&#039;&#039;&lt;br /&gt;
 |description = Comes with a jetpack, fire immunity, high heat protection, and almost complete protection from radiation as well as acid. Good explosion and brute protection too. Protects from temperatures up to 35000 K°.&amp;lt;br&amp;gt;Resistances: melee = 40, bullet = 5, laser = 10, energy = 5, bomb = 50, bio = 100, rad = 90 (helmet has 100), fire = 100, acid = 90. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Sec_Hardsuit}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Security Hardsuit&lt;br /&gt;
 |image = Security_Hardsuit.png&lt;br /&gt;
 |foundin = [[Armory]]&lt;br /&gt;
 |usedfor = Catching criminals while spacewalking&lt;br /&gt;
 |strategy = Additional protection against brute and lasers &amp;lt;br&amp;gt;&#039;&#039;&#039;(Spaceproof)&#039;&#039;&#039;&lt;br /&gt;
 |description = Security hardsuits have a bit of bullet, laser and brute protection, but not as good as &amp;quot;real&amp;quot; armor. &amp;lt;br&amp;gt;Resistances: melee = 35, bullet = 15, laser = 30, energy = 10, bomb = 10, bio = 100, rad = 50, fire = 75, acid = 75. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|HoS_Hardsuit}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Head of Security&#039;s Hardsuit&lt;br /&gt;
 |image = HoSRIG.png&lt;br /&gt;
 |foundin = [[HoS Office]]&lt;br /&gt;
 |usedfor = Catching criminals while spacewalking&lt;br /&gt;
 |strategy = Additional protection against brute and lasers &amp;lt;br&amp;gt;&#039;&#039;&#039;(Spaceproof)&#039;&#039;&#039;&lt;br /&gt;
 |description = Essentially a beefed up Security hardsuit that comes with an internal jetpack. &amp;lt;br&amp;gt;Resistances: melee = 45, bullet = 25, laser = 30, energy = 10, bomb = 25, bio = 100, rad = 50, fire = 95, acid = 95. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Medical_Hardsuit}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Medical Hardsuit&lt;br /&gt;
 |image = Medical_Hardsuit.png&lt;br /&gt;
 |foundin = [[Chief Medical Officers Office]]&lt;br /&gt;
 |usedfor = Retrieving people from space and the SME chamber.&lt;br /&gt;
 |strategy = Slows the wearer down less than other spacesuits, while providing diagnostic data. &amp;lt;br&amp;gt;&#039;&#039;&#039;(Spaceproof)&#039;&#039;&#039;&lt;br /&gt;
 |description = Has some radiation shielding, is decent against fire and slows wearers down less than other hardsuits. Does not protect from flashes. &amp;lt;br&amp;gt;Resistances: melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 60, fire = 60, acid = 75. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|RD_Hardsuit}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Prototype Hardsuit&lt;br /&gt;
 |image = RDRIG.png&lt;br /&gt;
 |foundin = [[Research Directors Office]], [[Toxins_Test_Chamber]]&lt;br /&gt;
 |usedfor = Conducting experiments with the safety of a space proof bomb suit.&lt;br /&gt;
 |strategy = Works like a bomb suit, preventing your body from being gibbed by explosions. &amp;lt;br&amp;gt;&#039;&#039;&#039;(Spaceproof)&#039;&#039;&#039;&lt;br /&gt;
 |description = Great protection from blasts and acid, decent protection from heat and radiation.&amp;lt;br&amp;gt; The helmet has a diagnostics HUD, science goggles and a tachyon-doppler array (shows informations about detonated bombs) installed. &amp;lt;br&amp;gt;Resistances: melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 100, bio = 100, rad = 60, fire = 60, acid = 80. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|MK.II SWAT Suit}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = MK.II SWAT Suit&lt;br /&gt;
 |image = Mk2swat.png&lt;br /&gt;
 |foundin = [[Admin|Centcom]]&lt;br /&gt;
 |usedfor = Providing extensive armor and utility in a combat situation.&lt;br /&gt;
 |strategy = Fitted with beefy armor, reserved for use by Nanotrasen Special Forces. &amp;lt;br&amp;gt;&#039;&#039;&#039;(Spaceproof)&#039;&#039;&#039;&lt;br /&gt;
 |description = An MK.II SWAT suit with streamlined joints and armor made out of superior materials, insulated against intense heat. The most advanced tactical armor available. No built-in jetpack. &amp;lt;br&amp;gt; Resistances: melee = 40, bullet = 50, laser = 50, energy = 25, bomb = 50, bio = 100, rad = 50, fire = 100, acid = 100. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Captain&#039;s SWAT Suit}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Captain&#039;s SWAT Suit&lt;br /&gt;
 |image = CaptArmor.png&lt;br /&gt;
 |foundin = [[Captain&#039;s Quarters]]&lt;br /&gt;
 |usedfor = Avoiding death once hell breaks loose&lt;br /&gt;
 |strategy = Fitted with beefy armor, solid choice when Nuke Ops come knocking at your door. &amp;lt;br&amp;gt;&#039;&#039;&#039;(Spaceproof)&#039;&#039;&#039;&lt;br /&gt;
 |description = Slows wearers down less while offering extremely high protection from anything but bombs and radiation. Usually reserved for heavy hitter corporate security, this one has a regal finish in Nanotrasen company colors. No built-in jetpack. &amp;lt;br&amp;gt; Resistances: melee = 40, bullet = 50, laser = 50, energy = 25, bomb = 50, bio = 100, rad = 50, fire = 100, acid = 100. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
=Shoes=&lt;br /&gt;
Shoes can look stylish, and they can also help you not go all John McClane on the glass shards.&amp;lt;br&amp;gt;&lt;br /&gt;
Certain shoes and boots can be used to store items - for example a knife or an esword.&lt;br /&gt;
&lt;br /&gt;
{{anchor|Shoes}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #BEFFBE&lt;br /&gt;
 |bgcolor2 = #A8FFA8&lt;br /&gt;
 |name = Shoes&lt;br /&gt;
 |image = Brshoe.png&lt;br /&gt;
 |foundin = [[Locker Room]], [[Dorms]], [[Arrivals]], [[Medbay]]&lt;br /&gt;
 |usedfor = Protecting your feet from glass, making you walk faster&lt;br /&gt;
 |strategy = Wear them. Don&#039;t take them off unless you&#039;re changing them for another pair&lt;br /&gt;
 |description = A pair of brown shoes.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Clown&#039;s Shoes}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #BEFFBE&lt;br /&gt;
 |bgcolor2 = #A8FFA8&lt;br /&gt;
 |name = Clown&#039;s Shoes&lt;br /&gt;
 |image = Clshoe.png&lt;br /&gt;
 |foundin = HONK!!!&lt;br /&gt;
 |usedfor = Squeaking, and making [[Guide_to_robotics#H.O.N.K.|H.O.N.K. mechs]]&lt;br /&gt;
 |strategy = Makes that annoying squeaking sound as the clown walks. Slightly slower than normal shoes.&lt;br /&gt;
 |description = The prankster&#039;s standard-issue clowning shoes. Damn, they&#039;re huge! Can be used to store items.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Janitor&#039;s Galoshes}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #BEFFBE&lt;br /&gt;
 |bgcolor2 = #A8FFA8&lt;br /&gt;
 |name = Janitor&#039;s Galoshes&lt;br /&gt;
 |image = Jshoe.png&lt;br /&gt;
 |foundin = The [[Custodial Closet|Janitor&#039;s Closet]]&lt;br /&gt;
 |usedfor = They prevent you from slipping on everything but [[chemist|space lube]]&lt;br /&gt;
 |strategy = Other [[crew|crew members]] will often seek these out to avoid falling victim to the [[clown]] or excessive mopping.&amp;lt;br&amp;gt;Wearing these will reduce your walking speed.&lt;br /&gt;
 |description = Rubber boots. Spraying these with [[Guide_to_chemistry#Drying_Agent|Drying Agent]] will make them remove any water puddles you walk over.&amp;lt;br&amp;gt;(If you don&#039;t want people to slip, why are you using the mop in the first place?)&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Magnetic Boots}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #BEFFBE&lt;br /&gt;
 |bgcolor2 = #A8FFA8&lt;br /&gt;
 |name = Magnetic Boots&lt;br /&gt;
 |image = Mashoe.png&lt;br /&gt;
 |foundin = [[Chief Engineers Office]], [[EVA|EVA storage]]&lt;br /&gt;
 |usedfor = Preventing you from moving unintentionally in space&lt;br /&gt;
 |strategy = Make sure you toggle them on via the object tab for them to work. Prevents unintentional movement whilst EVA and slows you down greatly for careful, deliberate movement&lt;br /&gt;
 |description = Magnetic boots, often used during extravehicular activity to ensure the user remains safely attached to the vehicle.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Legcuffs}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #BEFFBE&lt;br /&gt;
 |bgcolor2 = #A8FFA8&lt;br /&gt;
 |name = Legcuffs&lt;br /&gt;
 |image = JOrshoe.png&lt;br /&gt;
 |foundin = [[Prison Wing]] lockers&lt;br /&gt;
 |usedfor = Dressing your prisoners&lt;br /&gt;
 |strategy = Apply cuffs to shoes, put them on prisoners&lt;br /&gt;
 |description = Make prisoners wear these to keep them in line. Slows them down considerably.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Gloves=&lt;br /&gt;
Can be used to hide fingerprints and protection from certain objects. You can wash gloves with a crayon to change their color.&lt;br /&gt;
&lt;br /&gt;
{{anchor|Black Gloves}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #BEFFFF&lt;br /&gt;
 |bgcolor2 = #A8FFFF&lt;br /&gt;
 |name = Black Gloves&lt;br /&gt;
 |image = BGloves.png&lt;br /&gt;
 |foundin = [[Cargo Bay]], [[Atmospherics]], some other places in the station&lt;br /&gt;
 |usedfor = Completing a outfit, or hiding [[detective|fingerprints]]&lt;br /&gt;
 |strategy = These gloves give heat protection, so wear them while firefighting and removing lightbulbs&lt;br /&gt;
 |description = These gloves are fire-resistant.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Budget Insulated Gloves}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #BEFFFF&lt;br /&gt;
 |bgcolor2 = #A8FFFF&lt;br /&gt;
 |name = Budget Insulated Gloves&lt;br /&gt;
 |image = IGloves.png&lt;br /&gt;
 |foundin = [[Engineering]] and [[Primary Tool Storage]]&lt;br /&gt;
 |usedfor = Trolling&lt;br /&gt;
 |strategy = With all these budget cuts, Nanotrasen cannot afford high quality gloves for all crewmen. Budget gloves usually only provide the half protection from electric shocks most other gloves give, but can sometimes have full protection, 25% protection, or make you take more damage than if you were otherwise bare handed! These are far easier to obtain than regular insulated gloves, so roll the dice with them if you want.&lt;br /&gt;
 |description = These gloves are cheap copies of the coveted gloves, no way this can end badly.&lt;br /&gt;
  }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Insulated Gloves}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #BEFFFF&lt;br /&gt;
 |bgcolor2 = #A8FFFF&lt;br /&gt;
 |name = Insulated Gloves&lt;br /&gt;
 |image = IGloves.png&lt;br /&gt;
 |foundin = [[Engineering]], tech storage, and ordered by [[quartermaster|Cargo]]&lt;br /&gt;
 |usedfor = To stop you from being shocked&lt;br /&gt;
 |strategy = Trade your old gloves in for these, if you&#039;re not worried about [[virologist|disease]]. These handy yellow gloves are much coveted by the [[crew]]. While not as stylish as black gloves, they hide your fingerprints just as well and also protect the wearer from electric shock when [[hacking]] and manipulating [[cable Coils|power cables]]. Washing gloves with a yellow crayon will name them insulated gloves, but they will not protect you from shocks. Throw these gloves in a washing machine with a crayon to change the glove&#039;s distinct colour and name so you are not accosted for wearing them. &lt;br /&gt;
 |description = These gloves will protect the wearer from electric shock - whether by [[Hacking]] or delaminating [[Supermatter|Supermatter Engine]].&lt;br /&gt;
  }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Latex Gloves}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #BEFFFF&lt;br /&gt;
 |bgcolor2 = #A8FFFF&lt;br /&gt;
 |name = Latex Gloves&lt;br /&gt;
 |image = LGloves.png&lt;br /&gt;
 |foundin = Latex gloves can be easily secured from the [[morgue]] and [[medbay]]. They can also be found on the hands of medical personnel&lt;br /&gt;
 |usedfor = They partially prevent the passing of [[virologist|disease]], reduce the amount of [[detective|fingerprints]] left, and enable you to pick somebody up into a fireman carry slightly faster.&lt;br /&gt;
 |strategy = Latex gloves are white and thin, they are the least suspicious of the gloves to be worn because they are so common and so freely passed out. It is far easier to [[traitor|dispose of gloves]] than it is to wash your bare hands. They can also be blown up into balloons! You will still burn yourself on light bulbs with these. You will only take 30% damage from shocks with these, and can fireman carry people faster. When washed with a crayon, they become normal gloves.&lt;br /&gt;
 |description = Cheap sterile gloves made from latex&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Nitrile Gloves}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #BEFFFF&lt;br /&gt;
 |bgcolor2 = #A8FFFF&lt;br /&gt;
 |name = Nitrile Gloves&lt;br /&gt;
 |image = Nitrile_gloves.png&lt;br /&gt;
 |foundin = There are three pairs of this gloves on the whole station. One in the [[Chief_Medical_Officer&#039;s_Office|CMO&#039;s office]] and two in the medbay storage.&lt;br /&gt;
 |usedfor = Decreasing a chance of speading a [[virologist|disease]], reducing chances of leaving [[detective|fingerprints]], and to pick up people much faster.&lt;br /&gt;
 |strategy = Thicker and rarer brother of latex gloves. They do not leave fingerprints, they will however leave a nitrile fibers so be wary. Similarly to latex gloves they provide 30% shock resistance, and enable you to pick people up in a fireman carry faster.&lt;br /&gt;
 |description = Pricy sterile gloves that are stronger than latex.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Botanist&#039;s Gloves}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #BEFFFF&lt;br /&gt;
 |bgcolor2 = #A8FFFF&lt;br /&gt;
 |name = Botanist&#039;s Gloves&lt;br /&gt;
 |image = BoGlove.png&lt;br /&gt;
 |foundin = Botanist&#039;s hands&lt;br /&gt;
 |usedfor = Holding some special plant types&lt;br /&gt;
 |strategy = Holding nettles and growing them to insta-crit people. They also protect against temperature.&lt;br /&gt;
 |description = These leather gloves protect against thorns, barbs, prickles, spikes and other harmful objects of floral origin.&lt;br /&gt;
  }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Combat Gloves}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #BEFFFF&lt;br /&gt;
 |bgcolor2 = #A8FFFF&lt;br /&gt;
 |name = Combat Gloves&lt;br /&gt;
 |image = CGloves.png&lt;br /&gt;
 |foundin = [[Derelict]], [[Syndicate_guide|Nuclear Agents]], [[Syndicate_Items|Traitor Uplinks]]&lt;br /&gt;
 |usedfor = Both combat and electrical work.&lt;br /&gt;
 |strategy = Hiding fingerprints while hacking doors in safety.&lt;br /&gt;
 |description = These tactical gloves are fireproof and shock resistant.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
=Eyewear=&lt;br /&gt;
These items can be worn over your eyes, providing protection, visual information or other things&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Health Scanner HUD}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #C5D6FF&lt;br /&gt;
 |bgcolor2 = #B1C9FF&lt;br /&gt;
 |name = [[HUD|Health Scanner HUD]]&lt;br /&gt;
 |image = MedGlasses.png&lt;br /&gt;
 |foundin = [[Surgery]], [[Chief Medical Officer|CMO&#039;s]] Office, [[Virology]]&lt;br /&gt;
 |usedfor = Seeing a [[HUD#Medical HUD Icons|visual overlay]] of people&#039;s health and disease status&lt;br /&gt;
 |strategy = Use it to prioritize critical patients...or [[traitor|prioritize your targets]]&lt;br /&gt;
 |description = A heads-up display that scans the humans in view and provides accurate data about their health status.&amp;lt;br&amp;gt; Click [[HUD|here]] for an overview of what the symbols mean.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Optical Meson Scanners}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #C5D6FF&lt;br /&gt;
 |bgcolor2 = #B1C9FF&lt;br /&gt;
 |name = Optical Meson Scanners&lt;br /&gt;
 |image = MGlasses.png&lt;br /&gt;
 |foundin = Engineering and maintenance areas.&lt;br /&gt;
 |usedfor = Seeing structural layout.&lt;br /&gt;
 |strategy = Wear these when mining, or seeing where structural damage is though walls. Removes all darkness effects, but you still will not see people or objects until you get close.&lt;br /&gt;
 |description = Used for seeing walls, floors, and stuff through anything.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Optical T-Ray Scanner}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #C5D6FF&lt;br /&gt;
 |bgcolor2 = #B1C9FF&lt;br /&gt;
 |name = Optical T-Ray Scanner&lt;br /&gt;
 |image = TrayScanner.png&lt;br /&gt;
 |foundin = [[Atmospherics]].&lt;br /&gt;
 |usedfor = Seeing under floor tiles.&lt;br /&gt;
 |strategy = Use these to plan out wires and pipes.&lt;br /&gt;
 |description = When activated it will reveal wires and pipes under the flooring, as well as Critters and Creatures inside pipes, as well as make cloaked people flicker.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Engineering Scanner Goggles}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #C5D6FF&lt;br /&gt;
 |bgcolor2 = #B1C9FF&lt;br /&gt;
 |name = Engineering Scanner Goggles&lt;br /&gt;
 |image = EngiScanners.png&lt;br /&gt;
 |foundin = [[Engineering]].&lt;br /&gt;
 |usedfor = Seeing structural layout, spotting radiation leaks or seeing under floor tiles.&lt;br /&gt;
 |strategy = Switch between meson, radiation and T-ray scanning when needed.&lt;br /&gt;
 |description = The Meson Scanner mode lets you see basic structural and terrain layouts through walls, regardless of lighting condition. The T-ray Scanner mode lets you see underfloor objects such as cables and pipes. The Radiation Scanner mode lets you spot irradiated items.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Sunglasses}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #C5D6FF&lt;br /&gt;
 |bgcolor2 = #B1C9FF&lt;br /&gt;
 |name = Sunglasses&lt;br /&gt;
 |image = SGlasses.png&lt;br /&gt;
 |foundin = [[Security Office]], [[Maintenance]].&lt;br /&gt;
 |usedfor = Protection against flashes, useful when against Revs and flashes, wearing at night and when your vision is augmented.&lt;br /&gt;
 |strategy = &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.youtube.com/watch?v=X2LTL8KgKv8 I WEAR MY SUNGLASSES AT NIGHT SO I CAN, SO I CAN-]&amp;lt;/span&amp;gt;&lt;br /&gt;
 |description = Strangely ancient technology used to help provide rudimentary eye cover. Enhanced shielding blocks flashes, but isn&#039;t strong enough to weld with.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Security HUD}}{{anchor|HUDSunglasses}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #C5D6FF&lt;br /&gt;
 |bgcolor2 = #B1C9FF&lt;br /&gt;
 |name = HUDSunglasses&lt;br /&gt;
 |image = Hudsunglasses.png&lt;br /&gt;
 |foundin = [[Security Office]]&lt;br /&gt;
 |usedfor = Combines Sunglasses and Security Scanner&lt;br /&gt;
 |strategy = Security starts with these, allow you to [[HUD#Security HUD Icons|see a persons ID level]] and wanted status along with resistance to flashes. You will also get automated notifications from beepsky and brig cells.&lt;br /&gt;
 |description = Recommended for all security members. In addition to protection from flashes, it provides [[HUD|nifty icons]] over the heads of everyone you can see. It displays their rank, arrest status, if the have a tracking implant (flashing red dot) or a [[Security_items#Mindshield_Implant|mindshield implant]] (blinking blue outline). Also allows for on-the-fly Security Records management by simply examining your target. You&#039;ll also get notified when Beepsky makes an arrest, or when a prisoner is released from the brig.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Welding Goggles}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #C5D6FF&lt;br /&gt;
 |bgcolor2 = #B1C9FF&lt;br /&gt;
 |name = Welding Goggles&lt;br /&gt;
 |image = Welding_Goggles.png&lt;br /&gt;
 |foundin = [[R&amp;amp;D Lab]]&lt;br /&gt;
 |usedfor = Welding without receiving eye damage, without a welding mask!&lt;br /&gt;
 |strategy = Wear it while using a [[welding tool]], or to get by flashers. Wearing the Welding Helmet makes you practically blind. Clicking the Welding Helmet while in hand, will flip it up so it doesn&#039;t cover the face&lt;br /&gt;
 |description = Protects the eyes from welders, approved by the mad scientist association.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Science Goggles}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #C5D6FF&lt;br /&gt;
 |bgcolor2 = #B1C9FF&lt;br /&gt;
 |name = Science Goggles&lt;br /&gt;
 |image = Science_Goggles.png&lt;br /&gt;
 |foundin = [[Chemistry]], [[R&amp;amp;D Lab]]&lt;br /&gt;
 |usedfor = Nothing&lt;br /&gt;
 |strategy = Wear them and do science&lt;br /&gt;
 |description = Allows you to see what reagents are in a container.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Blindfold}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #C5D6FF&lt;br /&gt;
 |bgcolor2 = #B1C9FF&lt;br /&gt;
 |name = Blindfold&lt;br /&gt;
 |image = blindfold.png&lt;br /&gt;
 |foundin = Theater&lt;br /&gt;
 |usedfor = Kinky stuff, blinding people without hurting them.&lt;br /&gt;
 |strategy = Don&#039;t wear this if you want to see.&lt;br /&gt;
 |description = Covers the eyes, preventing sight.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Night Vision Goggles}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #C5D6FF&lt;br /&gt;
 |bgcolor2 = #B1C9FF&lt;br /&gt;
 |name = Night Vision Goggles&lt;br /&gt;
 |image = NightVision.png&lt;br /&gt;
 |foundin = [[Abandoned Satellite]], [[Syndicate_guide|Nuclear Agents]].&lt;br /&gt;
 |usedfor = Seeing people in the dark.&lt;br /&gt;
 |strategy = Wear these when you know a power outage is about to happen.&lt;br /&gt;
 |description = You can totally see in the dark now!&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Prescription Glasses}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #C5D6FF&lt;br /&gt;
 |bgcolor2 = #B1C9FF&lt;br /&gt;
 |name = Prescription Glasses&lt;br /&gt;
 |image = PGlasses.png&lt;br /&gt;
 |foundin = Just about anywhere in the [[Medbay]]&lt;br /&gt;
 |usedfor = Fixing eye damage.&lt;br /&gt;
 |strategy = Wear these, wait eyes to heal up.&lt;br /&gt;
 |description = Made by Nerd. Co.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Backwear=&lt;br /&gt;
Different kinds of things which go on your back. Most people will wear a backpack, satchel or dufflebag at all times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Backpack}}{{anchor|Medical Backpack}}{{anchor|Security Backpack}}{{anchor|Giggles von Honkerton}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #D3C5FF&lt;br /&gt;
 |bgcolor2 = #C4B2FF&lt;br /&gt;
 |name = Backpack&lt;br /&gt;
 |image = Backpack.png&lt;br /&gt;
 |foundin = [[Dorms]] lockers, normal crew members may spawn wearing one&lt;br /&gt;
 |usedfor = Storing unneeded crap&lt;br /&gt;
 |strategy = You&#039;re going to want this. It&#039;s used for storing stuff, but, keep in mind that a backpack cannot store everything, such as toolboxes and other backpacks. But can generally store everything else. You also have a limited storage space.&lt;br /&gt;
 |description = You wear this on your back and put items into it. &amp;lt;br&amp;gt;Most jobs have their own variety of backpack: [[File:Medpack.png]] Medical Backpack, [[File:Secpack.png]] Security Backpack and [[File:Clownpack.png]] Giggles von Honkerton, to name a few.&lt;br /&gt;
&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Satchel}}{{anchor|Leather Satchel}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #D3C5FF&lt;br /&gt;
 |bgcolor2 = #C4B2FF&lt;br /&gt;
 |name = Satchel&lt;br /&gt;
 |image = GSatchel.png&lt;br /&gt;
 |foundin = [[Dorms]] lockers, normal crew members may spawn wearing one&lt;br /&gt;
 |usedfor = Storing unneeded crap&lt;br /&gt;
 |strategy = Functionally identical to the backpack, but it looks more fashionable.&lt;br /&gt;
 |description = You put this on your back slot and put items into it. Most jobs have their own variety of satchel. The [[File:Satchel.png]] Leather Satchel works the same as any satchel or backpack.&lt;br /&gt;
&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Dufflebag}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #D3C5FF&lt;br /&gt;
 |bgcolor2 = #C4B2FF&lt;br /&gt;
 |name = Dufflebag&lt;br /&gt;
 |image = Dufflebag.png&lt;br /&gt;
 |foundin = [[Dorms]] lockers, normal crew members may spawn wearing one&lt;br /&gt;
 |usedfor = Storing more unneeded crap&lt;br /&gt;
 |strategy = Functionally similar to the backpack, but can hold more things at the expense of slowing you down.&lt;br /&gt;
 |description = You put this on your back and put items into it. Most jobs have their own variety of dufflebag. &lt;br /&gt;
&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Jetpack}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |name=Jetpack&lt;br /&gt;
 |bgcolor1 = #D3C5FF&lt;br /&gt;
 |bgcolor2 = #C4B2FF&lt;br /&gt;
 |image = Jetpack-black.gif&lt;br /&gt;
 |foundin = EVA&lt;br /&gt;
 |usedfor = Propelling yourself in space&lt;br /&gt;
 |strategy = Put it on your back and switch it on to maneuver in space or low-gravity areas.&lt;br /&gt;
 |description = The jet pack is a backpack slot item filled with either Carbon Dioxide or Oxygen. Since it has no air intake and carries its own fuel, it is actually a &#039;&#039;&#039;rocket&#039;&#039;&#039; pack, but the game can&#039;t seem to tell the difference so here we are. This item allows one to maneuver in a frictionless environment by firing either an expendable gas or a precious air supply out the back. Two black jetpacks filled with CO2 spawn in [[EVA]]. [[Syndicate guide|Syndicate operatives]] start with compact Oxygen-filled harnesses. The [[Captain]] has a unique oxygen-filled jetpack.&lt;br /&gt;
&lt;br /&gt;
For proper use of a jetpack, remember these simple rules:&lt;br /&gt;
&lt;br /&gt;
*[[File:Jetpack-black.gif]] Black jetpacks are filled with carbon dioxide by default. Using these jetpacks as internals will knock you unconscious and suffocate you. Can be refilled with anything. &lt;br /&gt;
*Refill [[File:JetPack.gif]] blue jetpacks with oxygen, not air (if you wish to use it for your internals, otherwise fill with any gas).&lt;br /&gt;
*Always set it to 16-25 pressure if you aren&#039;t using the emergency mask from your starting box. If you still have that, hurry up and find something else!&lt;br /&gt;
*Always toggle it on when you want to move or need to move quickly, but toggle stabilization off if you&#039;re just drifting so as to not waste your supply and remain untrackable.&lt;br /&gt;
&lt;br /&gt;
Most jetpacks are too bulky to be stowed in a backpack.&lt;br /&gt;
&lt;br /&gt;
Hardsuits can be upgraded to have an integrated jetpack, which works with a gas tank in the suit storage slot. Advanced hardsuits start off with one of these installed.&lt;br /&gt;
&lt;br /&gt;
Void Jet Packs may also be found in [REDACTED], which are filled with oxygen.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
=Belts=&lt;br /&gt;
Belts are a type of containers that can only hold specific items. They are to not be confused with belt slot of character&#039;s inventory. Belts that exist in the game are:&lt;br /&gt;
&lt;br /&gt;
{{anchor|Tool Belt}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9C1FF&lt;br /&gt;
 |bgcolor2 = #E2ADFF&lt;br /&gt;
 |name = Tool Belt&lt;br /&gt;
 |image = utilitybelt.png&lt;br /&gt;
 |foundin = [[Engineering]] or in [[maintenance]], and on a [[Engineer|engineer]] or [[Roboticist|roboticist]]. Can be made at hydroponics through the biogenerator or ordered through mechanical maintenance crates&lt;br /&gt;
 |usedfor = Toolbelts can hold some kinds of tiny items, most commonly [[tools]]&lt;br /&gt;
 |strategy = They are worn as a belt and hold the same amount as a [[toolbox]], though they are less useful as [[robust|weapons]]. Sometimes the [[clown]] will steal these and hack EVA, just get your toolbox and robust him.&amp;lt;br&amp;gt;&#039;&#039;&#039;Can hold:&#039;&#039;&#039; [[Crowbar]], [[Screwdriver]], [[Welding tool]], [[Wirecutters]], [[Wrench]], [[Multitool]], [[Flashlight]], [[Cable coil]], [[T-ray scanner]], [[Analyzer]], [[Station Bounced Radio]], [[Insulated Gloves]]&lt;br /&gt;
 |description = Can hold various tools, such as: &lt;br /&gt;
&lt;br /&gt;
* [[File:Crowbar.png]] [[Crowbar]] - any colour&lt;br /&gt;
* [[File:Screwdriver_tool.png]] [[Screwdriver]] - any colour&lt;br /&gt;
* [[File:Welder.png]] [[Welding tool]] - any variety&lt;br /&gt;
* [[File:Wirecutters.png]] [[Wirecutters]]&lt;br /&gt;
* [[File:Wrench.png]] [[Wrench]]&lt;br /&gt;
* [[File:Multitool.png]] [[Multitool]]&lt;br /&gt;
* [[File:Flashlight.png]] [[Flashlight]] - includes penlight and seclite&lt;br /&gt;
* [[File:CableCoils.png]] [[Cable coil]] - any colour&lt;br /&gt;
* [[File:T-ray.gif]] [[T-ray scanner]]&lt;br /&gt;
* [[File:Analyzer.png]] [[Analyzer]]&lt;br /&gt;
* [[File:Station Bounced Radio.png]] [[Station Bounced Radio]]&lt;br /&gt;
* [[File:IGloves.png]] [[Insulated Gloves]]&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|CE Belt}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #E9C1FF&lt;br /&gt;
 |bgcolor2 = #E2ADFF&lt;br /&gt;
 |name = Chief Engineer&#039;s Belt&lt;br /&gt;
 |image = Ce_belt.png&lt;br /&gt;
 |foundin = Spawned with the [[Chief Engineer]]&lt;br /&gt;
 |usedfor = Holding more advanced tools&lt;br /&gt;
 |description = &#039;&#039;&#039;Can hold:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[File:Jawspry.png]] [[Engineering items#Jaws of Life|Jaws of Life]]&lt;br /&gt;
* [[File:DrillTool.png]] [[Engineering items#Hand Drill|Hand Drill]]&lt;br /&gt;
* [[File:Exwelder.png]] [[Engineering items#Experimental Welding Tool|Experimental Welding Tool]]&lt;br /&gt;
* [[File:Multitool.png]] [[Multitool]]&lt;br /&gt;
* [[File:CableCoils.png]] [[Cable coil]] - any colour&lt;br /&gt;
* [[File:MiniFE.png]] [[Atmospherics items#Miniature Fire Extinguisher|Miniature Fire Extinguisher]]&lt;br /&gt;
* [[File:Analyzer.png]] [[Analyzer]]&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Medical Belt}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #E9C1FF&lt;br /&gt;
 |bgcolor2 = #E2ADFF&lt;br /&gt;
 |name = Medical Belt&lt;br /&gt;
 |image = medicalbelt.png&lt;br /&gt;
 |foundin = [[Medbay]]&lt;br /&gt;
 |usedfor = Holding medical items&lt;br /&gt;
 |strategy = Like the Utility Belt, but for holding medical items only. Think of these as your medkit- but on a belt.&amp;lt;br&amp;gt;&#039;&#039;&#039;Can hold:&#039;&#039;&#039; Health analyzer, DNA-Injector, Dropper, Beaker, Bottle, Pill, Syringe, Dispensed-beaker, Zippo lighter, Cigarette packet, Pill bottle, Medical box, Penlight.&lt;br /&gt;
 |description = Can hold various medical equipment, such as:&lt;br /&gt;
&lt;br /&gt;
* [[File:Healthanalyzer.png]] [[Health analyzer]]&lt;br /&gt;
* [[File:DNA Injector.png]] [[DNA injector]]&lt;br /&gt;
* [[File:Eyedropper.png]] [[Dropper]]&lt;br /&gt;
* [[File:Beaker.png]] [[Beaker]] - any type&lt;br /&gt;
* [[File:Bottle16.png]] [[Bottle]]&lt;br /&gt;
* [[File:Pill16.png]] Pill&lt;br /&gt;
* [[File:Syringes.png]] [[Syringe]]&lt;br /&gt;
* [[File:Zippo.png]] [[Zippo lighter]]&lt;br /&gt;
* [[File:Cigarettes.png]] [[Cigarette pack]] - but not cigarettes themselves&lt;br /&gt;
* [[File:Pill Bottle.png]] Pill bottle&lt;br /&gt;
* [[File:Bpack.png]] [[Bruise pack]]&lt;br /&gt;
* [[File:Oint.png]] [[Ointment]]&lt;br /&gt;
* [[File:Gauze.png]] Medical gauze&lt;br /&gt;
* [[File:Drapes.png]] [[File:Scalpel.png]] [[File:Saw.png]] [[File:Drill.png]] [[File:Hemostat.png]] [[File:Cautery.png]][[File:Blood_filter.png]] [[Medical_items#Surgical_Tools|Surgical tools]]&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Security Belt}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9C1FF&lt;br /&gt;
 |bgcolor2 = #E2ADFF&lt;br /&gt;
 |name = Security Belt&lt;br /&gt;
 |image = secbelt.png&lt;br /&gt;
 |foundin = [[Warden|Warden&#039;s]] locker, [[Security Office]] lockers&lt;br /&gt;
 |usedfor = Holding security stuff&lt;br /&gt;
 |strategy = Like the utility belt, but for security uses only. &amp;lt;br&amp;gt;&#039;&#039;&#039;Can hold:&#039;&#039;&#039; Flashbang, Handcuffs, Flash, Glasses, Shotgun ammo, Magazines, Donuts&lt;br /&gt;
 |description = Can hold security gear, such as:&lt;br /&gt;
&lt;br /&gt;
* [[File:StunBaton.gif]] [[Stun Baton]]&lt;br /&gt;
* [[File:Flashbang.gif]] [[Flashbang]]&lt;br /&gt;
* [[File:Pepperspray.png]] [[Pepperspray]]&lt;br /&gt;
* [[File:Handcuffs.png]] [[Handcuffs]]&lt;br /&gt;
* [[File:Flash.gif]] [[Flash]]&lt;br /&gt;
* [[File:SecHud.png]] [[Security HUD]]&lt;br /&gt;
* [[File:Shotgunshells.png]] [[Guide_to_Robust_Things#Shotgun|Shotgun ammo]]&lt;br /&gt;
* [[File:Ammo_9mm.png]] [[Guide_to_Robust_Things|Ammo box]]&lt;br /&gt;
* [[File:Sprinkles.gif]] [[Donut]]&lt;br /&gt;
* [[File:Seclite.png]] [[Seclite]]&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Janibelt}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #E9C1FF&lt;br /&gt;
 |bgcolor2 = #E2ADFF&lt;br /&gt;
 |name = Janibelt&lt;br /&gt;
 |image = Janibelt.png&lt;br /&gt;
 |foundin = [[Custodial Closet]]&lt;br /&gt;
 |usedfor = Holding janitorial supplies&lt;br /&gt;
 |description = &#039;&#039;&#039;Can hold:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[File:Flashlight.png]] [[Flashlight]] - includes penlight and seclite&lt;br /&gt;
* [[File:Janiprojector.png]] Holographic Sign Projector&lt;br /&gt;
* [[File:Grenade.png]] [[Grenade]]&lt;br /&gt;
* [[File:Soap.png]] [[Soap]]&lt;br /&gt;
* [[File:Cleaner.png]] [[Space Cleaner]]&lt;br /&gt;
* [[File:Janicart keys.png]] Janicart Key&lt;br /&gt;
* [[File:Orange Gloves.png]] [[Gloves]]&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
=Earpieces=&lt;br /&gt;
These little devices are issued to every crew member upon arrival on the station. Every job, no matter how insignificant, gets some form of headset. In order to talk to the station with it simply type &#039;&#039;&#039;say ;(your text here)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Different branches of the station get a unique headset with its own private channel. In order to use this channel type in &#039;&#039;&#039;say .h (your text here)&#039;&#039;&#039;. And your message will be broadcast to others with the same type of headset. Note that this does not work on the basic model. You can tell the basic model by its black coloring and lack of label. &lt;br /&gt;
&lt;br /&gt;
All headsets are equipped with a standard encryption key used for the common channel. Screwdrivers can be used to remove the encryption keys and use them in a different headset. All department headsets come with two keys. Use your headset in hand to manually enable or disable keys, or change your default channel.&lt;br /&gt;
&lt;br /&gt;
Here is a list of channels and how to access them. Examining your headset also shows you all possible channels. &#039;&#039;&#039;# and . can be used instead of :&#039;&#039;&#039;&lt;br /&gt;
 .c = Command&lt;br /&gt;
 .s = Security&lt;br /&gt;
 .e = Engineering&lt;br /&gt;
 .u = Supply&lt;br /&gt;
 .m = Medical&lt;br /&gt;
 .n = Science&lt;br /&gt;
 .v = Service&lt;br /&gt;
&lt;br /&gt;
Using &#039;&#039;&#039;.h&#039;&#039;&#039; will connect you with your default department&#039;s channel. &lt;br /&gt;
&lt;br /&gt;
Other uses:&lt;br /&gt;
 .b = Binary (For AI and cyborgs)&lt;br /&gt;
 .a = Alien&lt;br /&gt;
 .g = Changeling&lt;br /&gt;
 .i = Intercom&lt;br /&gt;
 .h = AI Holopad (For AI)&lt;br /&gt;
 .o = AI Private (For AI)&lt;br /&gt;
 .l = Left Hand&lt;br /&gt;
 .r = Right Hand&lt;br /&gt;
 .t = Syndicate/Traitor (For when you have a Syndicate encryption key)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
See [[Radio_channels|Radio channels]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Command Radio Headset}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #FFBEBE&lt;br /&gt;
 |bgcolor2 = #FFA8A8&lt;br /&gt;
 |name = Command Staff&#039;s Headset&lt;br /&gt;
 |image = Headheadset.png&lt;br /&gt;
 |foundin = [[Captain&#039;s Quarters]] locker, on the [[Captain|Captain&#039;s]] ear.&lt;br /&gt;
 |usedfor = Normal radio chat as well as all department channels.&lt;br /&gt;
 |strategy = Use this to coordinate all departments.&lt;br /&gt;
 |description = The headset of the heads.&lt;br /&gt;
Captain&#039;s headset:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;.c - command, .s - security, .e - engineering, .u - supply, .v - service, .m - medical, .n - science&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Head of Personnel&#039;s headset:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;.c - command, .u - supply, .v - service&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Head of Security&#039;s headset:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;.c - command, .s - security&lt;br /&gt;
&lt;br /&gt;
Chief Engineer&#039;s headset:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;.c - command, .e - engineering&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Research Director&#039;s headset:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;.c - command, .n - research&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chief Medical Officer&#039;s headset:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;.c - command, .m - medical&#039;&#039;&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Engineering Radio Headset}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #FFBEBE&lt;br /&gt;
 |bgcolor2 = #FFA8A8&lt;br /&gt;
 |name = Engineering Radio Headset&lt;br /&gt;
 |image = Engineheadset.png&lt;br /&gt;
 |foundin = [[Engineering]] lockers, [[Atmospherics]] lockers, [[Engineer|Engineer&#039;s]] ear, [[Atmos Tech|Atmos tech&#039;s]] ear.&lt;br /&gt;
 |usedfor = Used for engineering channel to report damage and to make sure that somebody has checked the engine recently.&lt;br /&gt;
 |strategy = Use to coordinate repairs.&lt;br /&gt;
 |description = When the engineers wish to chat like girls. To access the engineering channel, use .e.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Medical Radio Headset}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #FFBEBE&lt;br /&gt;
 |bgcolor2 = #FFA8A8&lt;br /&gt;
 |name = Medical/Genetics Radio Headset&lt;br /&gt;
 |image = Medheadset.png&lt;br /&gt;
 |foundin = [[Medbay]] lockers, [[Medical Doctor|Doctor&#039;s]] ear.&lt;br /&gt;
 |usedfor = Talking to various jobs throughout the medbay via the medical channel.&lt;br /&gt;
 |strategy = Use this to order things from [[Chemist|chemistry]] or inform [[Geneticist|geneticists]] of bodies that need cloning.&lt;br /&gt;
 |description = A headset for the trained staff of the Medbay. To access the medical channel, use .m. Genetics get an extra channel to .n - science.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Supply Radio Headset}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #FFBEBE&lt;br /&gt;
 |bgcolor2 = #FFA8A8&lt;br /&gt;
 |name = Supply Radio Headset&lt;br /&gt;
 |image = Cargoheadset.png&lt;br /&gt;
 |foundin = [[Cargo Bay]] lockers, [[Mining Dock]] lockers. The ears of the [[QM]], [[Cargo Tech]]s and [[Miners]].&lt;br /&gt;
 |usedfor = The Quartermaster and his slaves to talk to one another about the supply chain.&lt;br /&gt;
 |strategy = Allows miners and techs to communicate with each other.&lt;br /&gt;
 |description = A headset used by the QM and his slaves. To access the supply channel, use .u.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Science Radio Headset}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #FFBEBE&lt;br /&gt;
 |bgcolor2 = #FFA8A8&lt;br /&gt;
 |name = Science Radio Headset&lt;br /&gt;
 |image = Scienceheadset.png&lt;br /&gt;
 |foundin = [[Robotics]] lockers and [[R&amp;amp;D Lab]] lockers. [[Roboticist|Roboticist&#039;s]] and [[Scientist|Scientist&#039;s]] ear.&lt;br /&gt;
 |usedfor = Communication in the science department.&lt;br /&gt;
 |strategy = Has access to the science channel.&lt;br /&gt;
 |description = A sciency headset. Like usual. To access the science channel, use .n.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Security Radio Headset}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #FFBEBE&lt;br /&gt;
 |bgcolor2 = #FFA8A8&lt;br /&gt;
 |name = Security Radio Headset&lt;br /&gt;
 |image = Secheadset.png&lt;br /&gt;
 |foundin = [[Security Office]] lockers and the ears of anyone in the [[security]] department.&lt;br /&gt;
 |usedfor = Coordinating security and requesting arrest orders via the security channel.&lt;br /&gt;
 |strategy = Don&#039;t let traitors get their hands on these.&lt;br /&gt;
 |description = This is used by your elite security force. To access the security channel, use .s.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Standard Radio Headset}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #FFBEBE&lt;br /&gt;
 |bgcolor2 = #FFA8A8&lt;br /&gt;
 |name = Standard/Service Radio Headset&lt;br /&gt;
 |image = headset.png&lt;br /&gt;
 |foundin = Any civilian&#039;s ear, as well as [[Medbay|Medbay&#039;s]] patient lockers, [[Dorms]] and [[Locker Room]] lockers, and any public locker.&lt;br /&gt;
 |usedfor = Annoying people, screaming for help, letting people know that the singularity is out.&lt;br /&gt;
 |strategy = None.&lt;br /&gt;
 |description = A standard radio headset. Carries no additional encryption keys. Nothing fancy, except the Bartender, Chef and Botanists all share a .v - service channel.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Earmuffs}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #FFBEBE&lt;br /&gt;
 |bgcolor2 = #FFA8A8&lt;br /&gt;
 |name = Earmuffs&lt;br /&gt;
 |image = earmuffs.png&lt;br /&gt;
 |foundin = [[Prison Wing]] and [[Engineering]]&lt;br /&gt;
 |usedfor = Blocking out sound, Torturing people.&lt;br /&gt;
 |strategy = Pretty much the only defense against loud HONK mechs. This only stops sound from coming in.&lt;br /&gt;
 |description = Protects your hearing from loud noises, and quiet ones as well.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Objects]]&lt;/div&gt;</summary>
		<author><name>Sarchutar</name></author>
	</entry>
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		<title>File:Syndheadset.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=File:Syndheadset.png&amp;diff=33113"/>
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	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=File:Flashbulb.png&amp;diff=33112</id>
		<title>File:Flashbulb.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=File:Flashbulb.png&amp;diff=33112"/>
		<updated>2021-02-22T01:54:30Z</updated>

		<summary type="html">&lt;p&gt;Sarchutar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sarchutar</name></author>
	</entry>
	<entry>
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		<title>File:Rubberduck.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=File:Rubberduck.png&amp;diff=33111"/>
		<updated>2021-02-22T01:48:52Z</updated>

		<summary type="html">&lt;p&gt;Sarchutar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sarchutar</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Guide_to_Atmospherics&amp;diff=33040</id>
		<title>Guide to Atmospherics</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Guide_to_Atmospherics&amp;diff=33040"/>
		<updated>2021-02-11T23:53:22Z</updated>

		<summary type="html">&lt;p&gt;Sarchutar: Changes Stimulum export price per mol to 100 credits, since that is what it is worth in the code&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the Guide to [[Atmospherics]]. When properly initialized, Atmosia can keep the station aired-up through nearly any emergency. Improperly initialized, it&#039;s a waste of space at best and an outright fire hazard at worst.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you&#039;re new to the job, feel free to jump straight to the [[#Setting Up Atmospherics|how to set up Atmos -section]]. If you&#039;re ready to really learn about the atmospheric system, read on. By reading this guide you will learn how to transform Atmos from a waste of space to an actually useful addition. We will go through all kinds of theory, so this may be tough, but it will also ensure you know exactly how and more importantly &#039;&#039;&#039;how&#039;&#039;&#039; Atmos works the way it does, making you ready for all kinds of situations.&lt;br /&gt;
[[File:Atmos runs2.png|thumb|600px|Better start learning Russian kiddo.]]&lt;br /&gt;
See also:&lt;br /&gt;
&lt;br /&gt;
[[File:PortablePump.png|64px]] &#039;&#039;&#039;[[Atmospherics items]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Gases and Their Functions==&lt;br /&gt;
Let&#039;s start with some theory about the gases. Below are the different gases that can be found in-game.&lt;br /&gt;
===[[File:O2_Canister.png]]O&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;===&lt;br /&gt;
Oxygen. All humans, pets, and lizard-people need more than 16 kPa of oxygen in the air or internals to breathe. Any less and the creature starts to suffocate.&lt;br /&gt;
&lt;br /&gt;
It is required to oxidize a [[plasma]] fire. A room with 100% plasma will not burn. More oxygen causes plasma fires to increase in heat and size. Oxygen mixed suddenly with heated plasma causes explosions when in a tank. See [[Temperature]].&lt;br /&gt;
&lt;br /&gt;
Oxygen is an invisible gas. To detect it, use your [[PDA]] or a wall mounted [[Air Alarm]]. Oxygen [[canister]]s are marked in blue. [[Emergency Oxygen Tank]]s, filled with about 300 kPa, spawn in your emergency [[Internals Box]]. Larger [[Oxygen Tank]]s are in [[Emergency Locker]]s all across ship, which start with about 600 kPa.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[File:N2_Canister.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;===&lt;br /&gt;
Nitrogen. Not particularly more heat absorbant than any other gas. However, it cannot burn at all, which may slow down fires simply by taking up space. It can reduce the heat penalty on the SM, which will keep temperatures down.&lt;br /&gt;
&lt;br /&gt;
Can be found in Atmospherics in red canisters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[File:Air_Canister.png]]Air===&lt;br /&gt;
A 1:4 gasmix of O2 and N2 (20% O2, 80% N2). The station is filled with this.&lt;br /&gt;
&lt;br /&gt;
Air in SS13 can be seen, strangely enough, as a &#039;watered down&#039;-O2, with N2 being the water. Optimal atmospheric pressure for humans is 101.3 kPa. Due to the minimum of 16 kPa of O2, the pressure of 101.3 kPa cannot be changed too much without the situation becoming excessively lethal. Under 16 % oxygen? You start dying. Under 90 kPa due to fire from a while ago? You start dying. Be mindful of this.&lt;br /&gt;
&lt;br /&gt;
Air canisters, marked in white, can be found in emergency storages.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[File:Water_vapor.png]]Water Vapor===&lt;br /&gt;
Pure H&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O. Keep away from the [[Clown]] - this slips people and even freezes tiles when released at low temperatures.&lt;br /&gt;
&lt;br /&gt;
The [[Janitor]] starts with a tank in his closet; created as a waste product when tritium burns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[File:CO2_Canister.png]]CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;===&lt;br /&gt;
What the fuck is Carbon Dioxide!? It&#039;s an invisible, heavy gas. It chokes people effectively and quickly, and if you can be bothered to set the alarms up, will result in a invisible room that kills those in it. Takes some setup and can be very, very annoying. Causes people to &#039;&#039;gasp&#039;&#039; at low levels.&lt;br /&gt;
&lt;br /&gt;
Can be found in Atmospherics in black canisters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[File:N2O_Canister.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O===&lt;br /&gt;
Nitrous Oxide, a.k.a. Sleeping Agent. A white-flecked gas.&lt;br /&gt;
&lt;br /&gt;
Makes you laugh at low doses and at higher ones puts you to sleep. If using this as a sleep gas mix &#039;&#039;&#039;do not forget&#039;&#039;&#039; to mix in at least 16 kPa of O2, or you will suffocate someone. This decomposes into Nitrogen and Oxygen at temperatures at or over 1400K, creating Nitrogen equal to the amount of N2O used, and half that amount in Oxygen.&lt;br /&gt;
&lt;br /&gt;
Can be found in Atmospherics in red canisters with a white stripe on them.&lt;br /&gt;
===[[File:Plasma_Canister.png]][[Plasma]]===&lt;br /&gt;
Toxins. One of the two flammable gases on the station, plasma is purple and highly toxic.&lt;br /&gt;
&lt;br /&gt;
Heating this enough with Tritium present will cause Plasma fusion. Make sure to take care of the absurd amount of waste products!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[File:BZ_canister.png]]BZ===&lt;br /&gt;
BZ gas is a potent hallucinogenic that also put slimes into stasis, degenerates changeling chemicals and supresses their hivemind. As a side effect, affected people will take low brain damage.&lt;br /&gt;
&lt;br /&gt;
BZ is formed when N2O and Plasma are combined at low pressures. The optimal pressure for this is 0.1 atmosphere, or about 10 kPa. Efficiency might be higher if you get it even lower somehow, though.&lt;br /&gt;
&lt;br /&gt;
If mixed in a tank with oxygen, it can be used for internals, to [[Chaplain|encourage spiritual development]]. Breathing it also produces [[Guide_to_chemistry#BZ_Metabolites|BZ Metabolites]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Export price per mol:&amp;lt;/b&amp;gt; 4 credits&lt;br /&gt;
===[[File:Miasma_canister.png]]Miasma===&lt;br /&gt;
Miasma is created from rotting corpses, gibs, and [[Guide_to_hydroponics#Corpse_Flower|other things]]. Miasma smells bad and can cause [[Infections#Advanced_Diseases|diseases]] to spontaneously appear. The higher concentration of miasma in the air, the higher level [[Infections#Symptoms_Table|symptoms]] can appear. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Export price per mol:&amp;lt;/b&amp;gt; 10 credits&lt;br /&gt;
===[[File:Nitryl_no2.png]]Nitryl (NO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;)===&lt;br /&gt;
Nitryl (formerly Brown Gas) speeds you up - pretty good until the acid eats your lungs.&lt;br /&gt;
&lt;br /&gt;
The result of heating Oxygen and Nitrogen to approximately 22500K at a 1:1 ratio, with at least 5 moles of Pluoxium. Higher heat improves efficiency.&lt;br /&gt;
===[[File:Tritium.png]]Tritium===&lt;br /&gt;
Radioactive, flammable gas that is used in plenty of chemical reactions. Created by heating loadsa O2 with Plasma. Also, radiation collectors convert plasma into this. Tritium, though not naturally radioactive, releases radiation when it is burned. Might not want to put this into any engine unless you plan to set it on fire.&lt;br /&gt;
&lt;br /&gt;
250 moles can be used as a catalyst for Plasma fusion.&lt;br /&gt;
&lt;br /&gt;
Tritium is created in fires that are highly oxygenated, or, in fires where oxygen takes up a vast majority of the gasses. For example, 97% oxygen and 3% plasma. Different ratios may be used, and sometimes different ratios will end up being better for the highest level of efficiency depending on space in the incinerator and temperature of the fire. Experiment! Important to remember is that tritium will likely be very hot, and if allowed to react with oxygen will burn up into water vapor. Keep this in mind when attempting to get sizeable amounts of it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Export price per mol:&amp;lt;/b&amp;gt; 5 credits&lt;br /&gt;
===[[File:Freon_canister.png]]Hyper-Noblium===&lt;br /&gt;
Extremely inert, Hyper-Noblium stops other gases from reacting. (Specifically, it stops reactions when &amp;gt;5 moles)&lt;br /&gt;
&lt;br /&gt;
Can be created when Nitrogen is combined with Tritium at extremely high temperatures. BZ works as a catalyst. 2:1 Nitrogen to Tritium is about optimal here. Counter to the Nitryl reaction, BZ is not a requirement at all. But rather, it decreases how much the temperature / energy drops of your gas mix during the reaction. As such, BZ can often be entirely ignored. The minimum temperature for this reaction to occur is 5000000K&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Export price per mol:&amp;lt;/b&amp;gt; 1000 credits&lt;br /&gt;
===[[File:Stimulum.png]]Stimulum===&lt;br /&gt;
An experimental gas that makes you stun and sleep immune and slightly regenerates stamina, but also causes toxin damage the longer you&#039;ve been breathing it (current cycle x 0.1 toxin). &lt;br /&gt;
&lt;br /&gt;
Formed by combining Tritium with Plasma, BZ and Nitryl, then heating it. Also formed in high quantities by fusion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Export price per mol:&amp;lt;/b&amp;gt; 100 credits&lt;br /&gt;
===[[File:Pluoxium.png]]Pluoxium===&lt;br /&gt;
A non-reactive Oxygen substitute that delivers eight times as much O2 to the bloodstream, with as little 3 kPa minimum pressure required for internals!&lt;br /&gt;
&lt;br /&gt;
Formed by irradiating tiles with 2 part CO2 1 part O2 in the air. The [[Supermatter]] can be used to naturally generate a small amount of pluoxium if CO2 is added to the cooling loop, but this is risky.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Export price per mol:&amp;lt;/b&amp;gt; 5 credits&lt;br /&gt;
==Physical Characteristics of Gases==&lt;br /&gt;
TL;DR&lt;br /&gt;
Gas flows from high pressure areas, to low pressure areas. Gas uses up more room when hot, less room when cold.&lt;br /&gt;
&lt;br /&gt;
Ideal gas law: &#039;&#039;&#039;&#039;&#039;PV = nRT&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Where &#039;&#039;&#039;R (ideal, or universal, gas constant) = 8.31&#039;&#039;&#039;, the following are linked by this equation. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pressure (P)&#039;&#039;&#039;: Measured in kPa, [https://en.wikipedia.org/wiki/Pascal_(unit) kiloPascals], Pressure is lethal above 750 kPa&#039;s. A pressure in a room above 1000 kPa&#039;s necessitates internals to breathe properly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Volume (V)&#039;&#039;&#039;: Another unseen variable, [https://en.wikipedia.org/wiki/Volume Volume] is how much the area/canister/tank or piped tank has space inside it. This helps dictate how much gas it can hold. Volume is essentially the &#039;mole divider&#039; when converting between a canister/air pump to your tank; having a higher volume essentially makes the tank that much more efficient, proportionally, so an Extended Emergency Oxygen Tank has twice the contained air per kPa in comparison to a regular Emergency Oxygen Tank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item&lt;br /&gt;
!Volume&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AirTank.png]] Emergency Oxygen Tank&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Extended Emergency Oxygen Tank.png]] Extended Emergency Oxygen Tank&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|6&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Extended Emergency Oxygen Tank.png]] Double Emergency Oxygen Tank&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:OxygenTank.png]] Oxygen Tank (blue/red)&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Plasma tank.png]] Plasma Tank&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Atmospheric_Pipe.png]] All pipes&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gaspipe.png]] Pipe manifold&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|105&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Locker.png]] Locker&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|200&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Coffin.png]] Coffin&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|200&lt;br /&gt;
|-&lt;br /&gt;
|Gas Pump (each side)&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|200&lt;br /&gt;
|-&lt;br /&gt;
|Volumpe Pump (each side)&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|200&lt;br /&gt;
|-&lt;br /&gt;
|Passive Gate (each side)&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|200&lt;br /&gt;
|-&lt;br /&gt;
|Heat Exchanger&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|200&lt;br /&gt;
|-&lt;br /&gt;
|Gas Filter&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|200&lt;br /&gt;
|-&lt;br /&gt;
|Vent&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|200&lt;br /&gt;
|-&lt;br /&gt;
|Scrubber&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|200&lt;br /&gt;
|-&lt;br /&gt;
|[[File:PortableScrubber.png]] Portable Scrubber&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|750&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Canister.png]] Gas Canister&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|1 000&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wire_1_1.PNG]] Tile / turf (any area)&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|2 500&lt;br /&gt;
|-&lt;br /&gt;
|[[File:PortablePump.png]] Portable Pump&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|1 000&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pressure Tank.png]] Unmovable pressure tank&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|10 000&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Huge Scrubber.png]] Huge scrubber&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|50 000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moles (n)&#039;&#039;&#039;: [https://en.wikipedia.org/wiki/Mole_(unit) Moles] are the amount of particles of a gas in the air. It is moles that cause odd effects with a certain chemical. As it dumps so many moles to a tile, to keep the pressure acceptable, the moles have to be very, very cold, causing the infectious effect. Moles can be calculated by a form of the ideal gas law. n=(P*V)/(R*T)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Temperature (T)&#039;&#039;&#039;: Measures in K, [https://en.wikipedia.org/wiki/Kelvin Kelvin], Temperature above 360 K and below 260 K causes burn damage to humans. [[Guide to toxins|Bomb making]] usually relies on a temperature at or in excess of 90 000 K. Canisters rupture when the air surrounding them is over 1550 K.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heat Capacity&#039;&#039;&#039;: A gasmix has heat capacity, and it is calculated by taking into account the quantity of all of the gases in the air and their specific heat. Heat capacity defines how much energy it takes to raise the temperature of a gas. The normal air mix (%30 O2, %70 N2) has a specific heat capacity of about 20 which doesn&#039;t impede heat transfer very much. Fires spreads quicker in gases with low heat capacity, and slower in gases with high heat capacity. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gas&lt;br /&gt;
! Heat capacity&lt;br /&gt;
|-&lt;br /&gt;
| O2&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot;| 20&lt;br /&gt;
|-&lt;br /&gt;
| N2&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot;| 20&lt;br /&gt;
|-&lt;br /&gt;
| CO2&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot;| 30&lt;br /&gt;
|-&lt;br /&gt;
| N2O&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot;| 40&lt;br /&gt;
|-&lt;br /&gt;
| Plasma&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot;| 200&lt;br /&gt;
|-&lt;br /&gt;
| Water Vapor&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot;| 40&lt;br /&gt;
|-&lt;br /&gt;
| Hypernoblium&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot;| 2000&lt;br /&gt;
|-&lt;br /&gt;
| Nitryl&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot;| 20&lt;br /&gt;
|-&lt;br /&gt;
| Tritium&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot;| 10&lt;br /&gt;
|-&lt;br /&gt;
| BZ&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot;| 20&lt;br /&gt;
|-&lt;br /&gt;
| Stimulum&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot;| 5&lt;br /&gt;
|-&lt;br /&gt;
| Pluoxium&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot;| 80&lt;br /&gt;
|-&lt;br /&gt;
| Miasma&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot;| 20&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Fire&#039;&#039;&#039;: An effect caused by burning plasma, fire comes in two different forms of hotspot. It causes massive burn damage, and a strong fire will not be stopped by standard firesuits. Plumbing N2 into a room might work, but heavy firefighting is not the point of this section. Fire will ignite any form of combustibles in near tiles. Sufficiently hot fires use less oxygen as they rise in temperature. This is due to the fact that fires remove X plasma and X*(1.4-Y, Y&amp;lt; or = 1) oxygen. X CO2 is produced. Ideal Burnmix is: 10x more O2 than plasma, and with as high a temperature as can achieve.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In short the colder the gas and the higher the container volume, the more moles you can fit inside.&#039;&#039;&#039; This is why hot gases clog the red waste pipes - they expand, allowing fewer moles to be transported.&lt;br /&gt;
==Atmospherics Layout==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| [[File:atmos.png|thumb|499px|A wise Atmos Tech once said: &amp;quot;just stare at the pipes until you get it.&amp;quot;]]&lt;br /&gt;
| [[File:Atmos_simplified_v2.png|thumb|499px|&amp;quot;Simplified&amp;quot; picture of the Atmospherics pipe system. Yellow circles represent filters and the lightbrown circle represents the mixer. ]]&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Here are two pictures of the atmospheric pipe system. Right one is a &amp;quot;simplified&amp;quot; version of the left picture. Yellow circles representing the filters which filter out a certain gas from the Waste In -gasmix. The light yellow circle near the lower middle represents the mixer which mixes N2 and O2 into a breathable air mix.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Atmospherics is pretty simple, but the pipe layout makes it slightly confusing for the untrained eye. There are 4 major pipe &amp;quot;loops&amp;quot;:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;dark blue pipe loop&amp;lt;/span&amp;gt;&#039;&#039;&#039; is the distribution loop. It sends air to all the vents on the station for the crew to breathe.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;cyan air mix pipe loop&amp;lt;/span&amp;gt;&#039;&#039;&#039;, which is specialized to mix and provide the air mix to the distribution loop, and is used to fill air pumps outside the front door of Atmospherics.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;red/&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;green&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; pipe loop&#039;&#039;&#039;, which retrieves the gas in the station via the air scrubbers (red loop) and passes them through a set of filters (green loop).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;yellow&amp;lt;/span&amp;gt; pipe loop&#039;&#039;&#039;, internal to Atmospherics, which is used for custom gas mixes that can be fed into the canister charging station in the middle of atmospherics, or fed into the mixing tank.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The tanks (the small rooms in space just outside of Atmos) of the station&#039;s atmospherics network, unlike in the rest of the station, are rooms filled with very high pressure of the appropriate gas. The output of these rooms are controlled by their respective Supply Control Computer, an on/off valve, and an output pump for each loop. Note that &#039;&#039;&#039;these rooms can be depleted&#039;&#039;&#039;, especially if [[Traitor|someone]] makes a hole in a tank&#039;s external wall.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To understand how the breatheable air mix is mixed, try following these steps and looking at the map at the same time, it starts on the south end of Atmospherics, like so:&lt;br /&gt;
# The gasses are pumped through the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;cyan tubes&amp;lt;/span&amp;gt;&#039;&#039;&#039; from their respective tanks (&#039;&#039;&#039;N2&#039;&#039;&#039;, &#039;&#039;&#039;O2&#039;&#039;&#039;).&lt;br /&gt;
# They are mixed in the air tank (&#039;&#039;&#039;Air&#039;&#039;&#039;) to a 1/5 mix of O2 and N2.&lt;br /&gt;
# The breathable gas is then pumped through the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;cyan loop&amp;lt;/span&amp;gt;&#039;&#039;&#039; to the north of Atmospherics.&lt;br /&gt;
# And finally it&#039;s pumped into the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;dark blue distro loop&amp;lt;/span&amp;gt;&#039;&#039;&#039; and out to the station for everyone to breathe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next let&#039;s make up an example situation to see how the waste system works in action:&lt;br /&gt;
# Scientist Bill messes up and fills the [[Toxins Lab]] with plasma but fortunately manages to evacuate the room safely.&lt;br /&gt;
# Being an otherwise ideal situation Atmos-wise, the Toxins Lab&#039;s air scrubbers have been set to filter out all hazardous gases (they&#039;re not set by default, this has to be done through the Air Alarm manually or by asking the AI to do it) and plasma starts to get sucked through the scrubber into the waste pipes.&lt;br /&gt;
# The plasma arrives to the Waste In -loop (the red pipe loop) at Atmos. It travels south through the pipes, its first stop being the N2 Filter.&lt;br /&gt;
# If there was any Nitrogen in the waste gas, it would get filtered out here, and the rest of the gas continues its journey through the waste loop, same thing happening at every filter.&lt;br /&gt;
# The plasma finally reaches the Plasma Filter.&lt;br /&gt;
# Here the plasma gets extracted from the waste gas and pushed into the big plasma tank-room outside the windows.&lt;br /&gt;
# The plasma stays in the room until someone decides to pump it out.&lt;br /&gt;
# Scientist Bill by now notices that the Toxins Lab has no plasma anymore and is able to safely continue his work. Yay!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Setting Up Atmospherics==&lt;br /&gt;
It&#039;s about time we stop with the theory &amp;lt;s&amp;gt;and throw it out the window&amp;lt;/s&amp;gt; and get down to business. The two machines at the top can dispense infinite pipes, and your wrench can disconnect and connect pipes to each other. Remember, you cannot disconnect pumps if they have too much pressure in them.&lt;br /&gt;
[[File:AtmosDerp.png|thumb|300px|right|The dumbass-version of the Atmospheric pipe system. See the steps what each colored circle means.]]&lt;br /&gt;
Next up is a very simple step by step guide how to set up the Atmospherics pipe system to be (nearly) as efficient as possible. Note that this is only one style how to set up the pipes, there are many ways and they all have their own pros and cons!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;For the love of Nanotrasen, at least do this:&#039;&#039;&#039;&lt;br /&gt;
# Get a Volume Pump from the [[Pipe Dispenser]] at the north side of Atmos and replace the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;green circled&amp;lt;/span&amp;gt;&#039;&#039;&#039; normal pump with a volume pump, making the waste gas -system &amp;gt;100x more efficient. We want the waste gas sucked from the station into the waste system as soon as possible!&lt;br /&gt;
# Set all &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;red circled&amp;lt;/span&amp;gt;&#039;&#039;&#039; filters ON and set them to maximum pressure (4500 kPa) so waste gases will actually be moved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;This is good as well:&#039;&#039;&#039;&lt;br /&gt;
# Go through the N2 and O2 (besides southern wall) and set their output to 4500 kPa.&lt;br /&gt;
# Set the pumps next to the computers at 4500 kPa also, so the gases being pushed out of the gas-room get moved fast too.&lt;br /&gt;
# Set the Air-computer&#039;s output to maximum (5066.25 kPa).&lt;br /&gt;
# Replace the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;blue circled&amp;lt;/span&amp;gt;&#039;&#039;&#039; normal pump with a Volume Pump as well, but notice; there are risks involved and all of them are covered at the pros and cons -section below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros and cons of this whole setup:&lt;br /&gt;
::&#039;&#039;&#039;+ Quick toxin filtering:&#039;&#039;&#039; In case of a toxin leak, waste gas will be sucked out quickly (if the area&#039;s air alarms are set to filter out all the toxins, that is, by default they are NOT filtering anything).&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;+ Quick repressurization:&#039;&#039;&#039; In case of a breach, air will be poured out with a nice pace, helping you re-pressurize the room quicker after the breach is fixed.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;+ Reduced pipe sabotaging:&#039;&#039;&#039; With this setup, its harder for the grifflords to fuck up pipes in the maintenance tunnels. In a room with the default 101.3 kPa atmospheric pressure, pipes with more than 303.9 kPa pressure fling the unwrencher in a random direction.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;- Air Alarm sabotages:&#039;&#039;&#039; The station is more vulnerable for sabotage through [[Air alarm|air alarms]]. Someone can quite easily hack an air alarm somewhere and set the vents to push out air at maximum pressure, resulting in overpressurization.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;- Space wind:&#039;&#039;&#039; In case of a breach, until the hole is fixed, you&#039;ll probably spend a small while fighting against the huge air current, a.k.a. &amp;quot;space wind&amp;quot;, if you don&#039;t switch the vents off during the repair. This is mostly just annoying.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;- Very slow pipe manipulating:&#039;&#039;&#039; If you suddenly have to modify any of the distribution pipes around the station, you need to lower the pressure to under 303.9 kPa if you don&#039;t want to be flung around like a leaf in the space wind, which can take a long time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A little safer, but not as efficient, way of setting up the system is leaving the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;blue circled&amp;lt;/span&amp;gt;&#039;&#039;&#039; normal pumps completely alone or maybe raising the pressure to 315 kPa. This pressure is enough for quick pipe manipulating and for a sufficient air distribution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Done correctly, Atmosia should be pumping good air just faster than it&#039;s lost, and draining bad air away as fast as the traitors can set it on fire or alternatively draining good air away as fast as a malf AI can siphon it. You can go kick back in the bar like a boss and wait for the inevitable minor station damage and cries of &amp;quot;Call the shuttle!&amp;quot; on the radio from folks who don&#039;t even know it ain&#039;t a big deal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==After the Work is Done==&lt;br /&gt;
There is a short list of things which fall under your stead:&lt;br /&gt;
* First and by far most important: make sure pipes don&#039;t get broken and if they do, fix them.&lt;br /&gt;
* Go around swiping your ID on [[Air Alarm]]s, setting the operating mode to contaminated, and then re-swiping to lock it. You can ask the AI to do this as well, and probably should.&lt;br /&gt;
* Fill all the air pumps with air using a volume pump (more air pumps can be found from the locker room).&lt;br /&gt;
* Make extremely extended oxygen tanks for internals use (instructions below).&lt;br /&gt;
# Go to the red lockers, get a hard hat, gas mask and everything else that might be of use. Remember that you need both a fire suit and a hard hat to be resistant to weak fires. One will be useless without the other.&lt;br /&gt;
# Go grab the Fire Axe from the wall mount and hide it somewhere so the [[Clown|chucklefucks]] won&#039;t get it and go killing. DON&#039;T take it with you and go walking through the hallways trying to look like a badass, you&#039;ll be the prime target of any antagonist/griffon who needs an efficient weapon.&lt;br /&gt;
* Least importantly, maintain the disposals system. You can generate pipes, but it needs welding and is generally a pain in the ass. You can also make fun slides, though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Optimizing Internals===&lt;br /&gt;
* On a basic view, a 16 kPa minimum O2 requirement in internals. Pure O2 is theoretically toxic in real life, but has no representation for this in code, and takes a while to be really dangerous anyway (they use it to treat certain diseases, for example), and thus using a tank filled with air for internals is fairly inefficient.&lt;br /&gt;
* Cold O2 has more moles per kPa, and because people breathe in moles, and filling tanks usefully for internals are largely capped by the 1000 kPa release pressure, means cooling your O2 before using it in internals is important! Cooled down O2, such as from a freezer-ed canister, is the most efficient way to set up internals. Cooling it below 264 K will result in icicles inside in your lungs, though!&lt;br /&gt;
* If you need to empty an internal tank to make space for better, colder O2, you can use an Air Pump. Set it to &#039;&#039;&amp;quot;pump in&amp;quot;&#039;&#039; and &#039;&#039;&amp;quot;turn on&amp;quot;&#039;&#039; then &#039;&#039;&amp;quot;off&amp;quot;&#039;&#039; with the tank inside it, making it completely empty, thus allowing you to refill the tank more effectively.&lt;br /&gt;
* An emergency oxygen tank with normal settings lasts for about 12 minutes. Same tank, but with optimized gas temperature and output settings reduced, lasts about 50 minutes. If you don&#039;t have resources to get cooled O2 right now, set your output pressure to 16 kPa, it will give you 31 % more time to breathe.&lt;br /&gt;
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&lt;br /&gt;
===Your Very Own Customized Mix===&lt;br /&gt;
To create a custom mix of gas, turn on the output of the supply control computers, open the manual valves, and turn the output of the pump to what you wish it to be. The gas will travel through the orange pipes into the mixing chamber. The gas mix is pumped into the mixing chamber via a pump north of the orange loop.&lt;br /&gt;
&lt;br /&gt;
The mix obtained can then be pumped into the distribution and filtering loop or used to fill canisters. Remember to turn off the pump between the yellow and red pipe network or your custom mix will just go into the red waste loop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fun Projects===&lt;br /&gt;
* The Atmospherics system is far from optimal, and we&#039;re talking about just the pipe configuration! Break out that wrench and start experimenting (just make sure you know what&#039;s what)!&lt;br /&gt;
* Extremely high-temperature gases (like those from a panic siphoned fire) can really clog the waste loop. Could you do something to correct that?&lt;br /&gt;
* No one uses the ports outside of the &#039;refilling&#039; station, but that doesn&#039;t mean that functionality can&#039;t be added onto them!&lt;br /&gt;
* The wall section that looks like the letter &#039;I&#039; can be dismantled if you need more working space for pipes.&lt;br /&gt;
* Don&#039;t count out the grated window areas, they can be a great (har har) way to utilize the vacuum of space without an EVA suit.&lt;br /&gt;
* Speaking of EVA suits, your engineering buddies can potentially help you with anything you might want to do in space, be it adding or modifying pipes. Watch the hilarity as that incompetent engineer fumbles with the huge crate of pipes he dragged out into space for you!&lt;br /&gt;
* The main cargo area inside Cargo has a laughably small number of vents, and how many times have those dumb dumbs sent the shuttle off while the doors are open?&lt;br /&gt;
* The brigs distribution system is set up to be potentially independent of the rest of the station&#039;s distribution loop, maybe other places can be set up like this as well?&lt;br /&gt;
* The mining station doesn&#039;t have air recycling. Very long rounds might make this a problem for any miners working there.&lt;br /&gt;
==The Less Well Known Hazards of Gases==&lt;br /&gt;
* Any gas at pressure over 1000 kPa will cause you to start suffocating as in a vacuum. You can just use internals, though.&lt;br /&gt;
* N2O is invisible at low pressures. If you start giggling, put on your internals to avoid passing out.&lt;br /&gt;
* Any gas can displace O2, and less than &#039;&#039;16&#039;&#039; (also useful for optimizing internals) kPa of oxygen starts the Oxyloss. CO2 can be removed with the scrubbers, but to get rid of N2 simply apply some way of removing gas from the air and adding O2. My personal favorite is 2 air pumps, 3 connectors and an Air Filter and a canister: 1 pump draws in, goes through the connection and filters N2 into the canister, and the rest to the other pump, which expels it. Can also be used for N2O which is only sluggishly scrubbed otherwise.&lt;br /&gt;
* Pressures above 750 kPa do 10 DPS + 5 DPS for every extra 375 kPa above that mark, rounded off. Space suits completely block it all, but there is no other defense.&lt;br /&gt;
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&lt;br /&gt;
{{anchor|Atmos Resin}}&lt;br /&gt;
==ATMOS Resin==&lt;br /&gt;
The Backpack Firefighter Tank[[File:waterbackpack atmos.png]] can switch modes to launch transparent ATMOS resin instead of extinguisher. This resin has the following effects:&lt;br /&gt;
* Repairs hull breaches similarly to [[Guide_to_chemistry#Smart Metal Foam|Metal Foam]]. &lt;br /&gt;
* Cleans the air from toxins. &lt;br /&gt;
* Normalises air temperature to room temperature (20°C or 293.15K). &lt;br /&gt;
* Removes slipperiness from floors (from water etc). &lt;br /&gt;
* The foam itself is not slippery. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use the Backpack Firefighter Tank, equip it on your backpack slot and click the new hud icon to take out the nozzle[[File:atmos_nozzle.png]] . You can then cycle modes between extinguisher, resin launcher and single tile resin launcher (foamer) by activating the nozzle in your hand. It spends water when used. Examine the nozzle to see water remaining. This anti-breach and firefighting tool can be ordered from [[Supply_crates#Backpack Firefighting Crate|cargo]] or found in atmospheric lockers. &lt;br /&gt;
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&lt;br /&gt;
==Useful Atmos Trivia==&lt;br /&gt;
* Your holobarriers let people walk through, yet block gases. Very useful for cleaning up Plasma spills, fixing hull breaches and keeping fires in check.&lt;br /&gt;
* Using H/E pipes in space you can cool things down to a very low temperature very quickly. By making a cross with two off them you can have two on one tile, which is known as &#039;sequesteral&#039; cooling.&lt;br /&gt;
* Air Filters on currently burning mixes can siphon out heated but PURE O2 and Plasma. Do the O2 first then the plasma, as there is less O2 in a fire and thus it functions faster. This (and H/E) allow you to reach really obscene temperatures.&lt;br /&gt;
* Air Filters and H/E allow you to expose gases to the heat of fires (or their CO2 product) but keep/make them pure, allowing for hot N2O or similar.&lt;br /&gt;
* Using a small starter flame/heater you can have in pipe combustion.&lt;br /&gt;
* Canister [[Guide to toxins|bombs]] are heated Plasma in a canister, with an O2 tank placed in the canister, and then open the valve between them. You will also need to run very, very fast.&lt;br /&gt;
* Pipes at around 300 kPa pressure can&#039;t be unwrenched, however, devices such as pumps and filters don&#039;t really &#039;hold&#039; pressure and can be unwrenched at any time (assuming they&#039;re off)!&lt;br /&gt;
* Gas pumps are for precise pressure control, volumetric pumps are for really fast pumping, and passive gates are for having &#039;one way&#039; manual valves.&lt;br /&gt;
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&lt;br /&gt;
==Fusion==&lt;br /&gt;
So you want to operate a fusion reactor? Well, it&#039;s about as dangerous as it sounds. On various /tg/station-based codebases, fusion has been redesigned several times and is currently on &#039;&#039;&#039;version 6:&#039;&#039;&#039; [https://github.com/tgstation/tgstation/pull/42748 &amp;quot;Chaos Hyper-Torus Edition&amp;quot;]. Each server has its own variation, but its divergence from original code is generally correlated with how often people do fusion, especially for griefing. So, for each codebase, you need to learn its finer details of fusion. But, first things first, let&#039;s see the most basic fundamentals of fusion V6:&amp;lt;br&amp;gt;&lt;br /&gt;
*Mixing at least 250 moles of CO2 (hydrogen on /tg/), at least 250 moles of plasma and at least one mole of tritium, and then heating it to &amp;gt;10000K satisfies the bare minimum. You don&#039;t have to follow this order if you are using air injector to an open turf. (e.g. Plasma and CO2 superheated to 50000K and then tritium works)&lt;br /&gt;
*Depending on codebase, said &amp;quot;bare minimum&amp;quot; will die pathetically or not very badly. In order to continue the fusion, you need &#039;&#039;&#039;more tritium&#039;&#039;&#039;, more heat, and more plasma. More plasma and more heat is mostly here for a better luck. &lt;br /&gt;
*&#039;&#039;&#039;Tritium is always consumed, one mole per reaction,&#039;&#039;&#039; so you will need a lot of them. The problem here is you can&#039;t pump in more gas to a fusing canister. In order to mitigate that, long-living canister fusion requires a lot of initial tritium. You also are unlikely to be able to add more tritium when the canister it in heating process, so you should take care of that too.&lt;br /&gt;
*Fusion itself is chaos. The original author dubbed it using cool mathematical words, but that doesn&#039;t mean much. As energy fluctuates between plasma and thermal energy (E=MC&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; is kinda in work here), more initial plasma and heat provide a &#039;&#039;&#039;buffer&#039;&#039;&#039; against chaotic nature of fusion; chaos sometimes knocks fusion mix out of 10000K requirement. However, the chaos is ultimately on your side, so you will be able to get &#039;&#039;&#039;ridiculously high&#039;&#039;&#039; temperatures.&lt;br /&gt;
*As the fusion goes on, the mix will create various waste gases. The resulting waste gas mixture will depend on codebase, but extracting them &#039;&#039;&#039;will&#039;&#039;&#039; be a hassle, and the amount won&#039;t be that much in the first place. The standard practice here is using fusion as a heat source.&lt;br /&gt;
*Finally, the fusion creates radiation and perhaps a nuclear particle. (aka radball) Strength does depend on codebase, but the rule of thumb is that &#039;&#039;&#039;the rad here is deadly&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
We can stop here. See, things sound good here. A great heat source! Atmos can do quite a lot of weird stuffs with this. But, enter the griefers. The greatest problem here was the heat. I said &amp;quot;ridiculously high&amp;quot; temperature, but, the thing is, the temp easily reached 1e+31. Nearly everyone involved in fusion wrongly assumed 1e+31K is a natural part of a fusion (and stopped using their brains like the rest of greater /tg/station fanbase) when the actual culprit here is an exponential increase in thermal energy caused by a bug.&lt;br /&gt;
&lt;br /&gt;
So, servers had to (or will be expected to) deal with the eventual rise of 1e+31 griefers since no one (except the griefers) considered this as a reasonable situation. Whilst [[Beyond the impossible|things like fusion griefing can be dealt with proper administration]], some coders became brave and touched the cursed fusion V6 code.&lt;br /&gt;
&lt;br /&gt;
Therefore, we now arrive at [https://github.com/BeeStation/BeeStation-Hornet/pull/2614 the Beestation&#039;s solution]. You can take a look at it to get a deeper understanding of the current state of the art, which will inevitably be revised as griefers again somehow discover ways to heavily grief with it, but for the sake of accessibility, here is a quick and practical guide to the Bee&#039;s current fusion V6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TL; DR: Do open turf fusion and supply plasma to it, and canister fusion won&#039;t get you far.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Bee&#039;s current fusion V6, which has even more math than the original fusion V6, requires constant supply of plasma to reach higher temperatures. Without constant supply of plasma, the temperature is very unlikely to exceed 1e+7K, and sudden death becomes a possibility. So, to create a fusion that lasts and has higher temperatures, you &#039;&#039;&#039;need&#039;&#039;&#039; to practice open turf fusion supplied with an air injector. There is quite a lot of leeway here since numbers are a bit relaxed at the initial stages of fusion. Generally you will need 500~600 moles of plasma per tile heated to 20000K, preferably using heat pipes transfering heat from tritium production chamber.&lt;br /&gt;
&lt;br /&gt;
The best practice here is having a constant supply of tritium and plasma and then injecting fresh tritium and plasma with an air injector. As the radiation scaling and nuclear particles provide nice indicators of the strength of a fusion, you will discover that the fusion respond quite well, albeit clumsily, to changes in plasma input; the resulting temperature eqilibrium &#039;&#039;&#039;depends&#039;&#039;&#039; on plasma input. If you can&#039;t see enough change, check your plasma supply. Supply more plasma for a better outcome. As the growth still is (marginally) exponential, high temperatures can be reached with ease, as long as you can supply enough plasma for them. In contrast, you can&#039;t supply anything to canister fusion, so the fusion canister will create meager rads and stay at &amp;lt;1e+7K. However, opening it still is highly dangerous, probably as dangerous as opening a heated can full of tritium.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s wrap up. There still are lots of details to say, but we will stop here with a final detail: it may sound surprising, the fusion still is uncapped (or capped to 1e31 which is essentially the same as not having a cap.) You indeed are extremely unlikely to reach 1e31 with current fusion unless you [[Beyond the impossible|acquire billions of moles of supercooled plasma]], but the math is forgiving (subject to change) and open. Experiment!&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Click expand to see the old outdated &#039;&#039;&#039;version 5:&#039;&#039;&#039; &amp;quot;Power Tiered&amp;quot; fusion system. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Fusion occurs when you give plasma and tritium a lot of heat energy. It&#039;ll quickly convert all of the gases to an extremely hot mixture based on the power of the reacting mixture. This power can be increased or decreased depending on what exactly is in the mix. The ratio of plasma is kept at exactly half of the mix for higher power and the rest of the gas, the mediation gas, should have a high fusion power and a low average specific heat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gas fusion power&#039;&#039;&#039;: Each gas has a different amount of power it can contribute to the fusion process per mole, typically the rarer it is the stronger it will be. If it isnt listed here, it doesn&#039;t provide any power to the equation but can still be used to lower the average heat capacity or required temperature.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gas&lt;br /&gt;
! Fusion power&lt;br /&gt;
|-&lt;br /&gt;
| CO2&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot; | 1.25&lt;br /&gt;
|-&lt;br /&gt;
| Water Vapor&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot; | 8&lt;br /&gt;
|-&lt;br /&gt;
| Nitryl&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot; | 16&lt;br /&gt;
|-&lt;br /&gt;
| BZ&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot; | 8&lt;br /&gt;
|-&lt;br /&gt;
| Stimulum&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot; | 7&lt;br /&gt;
|-&lt;br /&gt;
| Pluxonium&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power ratio formula&#039;&#039;&#039;: When fusion occurs and plasma is exactly half of the mix, the following formula is used to find the tier of the fusion:&lt;br /&gt;
&lt;br /&gt;
[[File:PowerRatioFormula.PNG]]&lt;br /&gt;
&lt;br /&gt;
If plasma is not half of the mix, it will begin a bell curve decay in the power ratio.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Temperature&#039;&#039;&#039;: 3e9 joules must exist in the mix for the fusion to occur&lt;br /&gt;
&lt;br /&gt;
[[File:Required temp formula.PNG]]&lt;br /&gt;
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Power tier&lt;br /&gt;
Depending on the power you create from the mixture, fusion can go into 4 different tiers scaling to have typically higher rarity in produced gas, energy produced, and dangerous side effects such as radiation bolts, lingering radiation, tesla shocks, and an explosion. A portion of the gas is converted to raw energy, growing depending on tier.&lt;br /&gt;
*&#039;&#039;&#039;Low tier&#039;&#039;&#039;:&lt;br /&gt;
** 0-5 power ratio&lt;br /&gt;
**Low chance of explosion and short range shock&lt;br /&gt;
** Produces 10% BZ and 90% CO2 with a high enough heat to make a tiny amount of hyper noblium&lt;br /&gt;
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*&#039;&#039;&#039;Medium tier&#039;&#039;&#039;:&lt;br /&gt;
** 5-20 power ratio&lt;br /&gt;
** Moderate chance of explosion and medium range shock&lt;br /&gt;
** Produces 25% Nitryl and 75% N2O with a high enough heat to make several hyper noblium [[Guide to toxins|bombs]]&lt;br /&gt;
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*&#039;&#039;&#039;High tier&#039;&#039;&#039;:&lt;br /&gt;
** 20-50 power ratio&lt;br /&gt;
** High chance of explosion and wide range shock&lt;br /&gt;
** Produces 1/12th Stimulum and 11/12th pluxonium with a large amount of heat&lt;br /&gt;
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*&#039;&#039;&#039;Super tier&#039;&#039;&#039;:&lt;br /&gt;
** 50+ power ratio&lt;br /&gt;
** 100% chance of explosion and very wide range shock&lt;br /&gt;
** Produces 100% Tritium with a massive amount of heat&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Example&lt;br /&gt;
Since fusion tends to be a little difficult for people to find entry to, a sample for doing so will be provided here.&lt;br /&gt;
*&#039;&#039;&#039;mix:&#039;&#039;&#039; 5000 moles of trit, 5000 moles of plasma.&lt;br /&gt;
*&#039;&#039;&#039;Average mediation specific heat:&#039;&#039;&#039; 10&lt;br /&gt;
*&#039;&#039;&#039;Average mediation fusion power:&#039;&#039;&#039; 1&lt;br /&gt;
*&#039;&#039;&#039;Mediation mole count:&#039;&#039;&#039; 5000&lt;br /&gt;
*&#039;&#039;&#039;Fusion power:&#039;&#039;&#039;(5000*1)/(10*80) = 6.25 = medium tier&lt;br /&gt;
*&#039;&#039;&#039;Required heat:&#039;&#039;&#039; (3e9)/((average specific heat)(total moles)) = 2857.14 k&lt;br /&gt;
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&#039;&#039;&#039;Tips for working with fusion&#039;&#039;&#039;:&lt;br /&gt;
*at the highest efficiency roughly 30% of the gas you use will be lost to the pump to the canister and to the heat exchanger to the can so prepare accordingly.&lt;br /&gt;
*&#039;&#039;&#039;Work with friends.&#039;&#039;&#039; It has high setup and maintenance requirements, and your fellow atmos techs, engineers and toxins scientists are all valuable resources in your pursuit of very hot things.&lt;br /&gt;
* Although some gases may have high fusion power they might have too high specific heats to give you the tier you want, as a rule of thumb Stimulum, Nitryl, and BZ are all very useful for reaching higher tiers of fusion.&lt;br /&gt;
* Fusion requires &#039;&#039;Heat energy&#039;&#039; not &#039;&#039;Temperature&#039;&#039; meaning the more moles you can fit into an area, the lower the temp is for you to start fusion.&lt;br /&gt;
* It is recommended to have a sacrificial lamb preform the finale in an unused area such as space, if not be wearing radiation protection and have an excuse for the [https://tgstation13.org/wiki/Administrators gods] you are about to anger.&lt;br /&gt;
* It is intended to preform fusion in a canister but doing it in a pipe net or incinerator is possible.&lt;br /&gt;
* Heat exchanges are your friend for starting your reaction. Connect it to tritium burn chamber or canister to get the heat needed to start it.&lt;br /&gt;
* Typically gases with high power but also high specific heats like water vapor or pluxonium will become exponentially more efficient the more you use due to the average specific heat increasing less and less the more you use.&lt;br /&gt;
* Should you want to release a canister that you used for fusion in a room full of people, consider shooting it to break it open so you arent right next to it.&lt;br /&gt;
&#039;&#039;&#039;Beyond the basics&#039;&#039;&#039;:&lt;br /&gt;
* You can harness the radiation produced from fusion to produce power using rad collectors. Earn your keep as a member of engineering. Or just use it for pluoxium production.&lt;br /&gt;
* The higher the temperature, the prettier the fire. See if you can get the prettiest color fire.&lt;br /&gt;
* Traitors can harness fusion reactions to devastating results if done correctly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;A fair Warning&lt;br /&gt;
Fusion is DANGEROUS if high pressure fusion leaks it can FLOOD THE ENTIRE STATION WITHIN MOMENTS AND KILL EVERYONE ON IT&lt;br /&gt;
==Being a Traitorous Scum==&lt;br /&gt;
[[File:Fusion leak gone wrong.png|border|thumb|That brown gas is around 800 million degrees Celsius which will kill ANYONE within 15 seconds. the flood happens so fast that most of the crew wont be able to react at all]]&lt;br /&gt;
Or: How to get the AI lynched; How to call the shuttle as Atmos Tech, step-by-step:&lt;br /&gt;
# Open valves connected to harmful gas you want to add to the station.&lt;br /&gt;
# Set pumps to the distribution loop to maximum pressure output (4500 kPa).&lt;br /&gt;
# Set filters to not filter harmful gasses you want to add to the station OR set the waste-in pump to 0 kPa (but leave it on to confuse the crew).&lt;br /&gt;
# Open valve from custom mix chamber.&lt;br /&gt;
# Turn on pump leading to distribution loop.&lt;br /&gt;
# Wait for vents to slowly kick out your deathgas mix as regular atmos drains out through the inevitable hull breaches (alternatively turn off pressure checks on air alarms&#039; vents to speed things up).&lt;br /&gt;
# If you need to kill someone for your objective, and you want to be more proactive, the [[Fire Axe]] mounted in the wall is surprisingly effective. Just don&#039;t leave it lying around, because it&#039;s one of only two on the station.&lt;br /&gt;
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To hurry this process up, you can set the air vents at local control panels to maximum output pressure. Not doing so gives the AI and Atmos Techs more time to notice what you&#039;ve done and shut it off before it takes effect.&lt;br /&gt;
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A faster process for achieving the same result is to do the following:&lt;br /&gt;
# Disconnect, change the direction of, and reconnect the pump that feeds from the air mix to the mix tank in the north-eastern room of atmosia. &lt;br /&gt;
# Open the valves for your deathgas mixture of choice.&lt;br /&gt;
# Power on and max the pressure on every pump in the mix pipes (yellow pipes) from the storage tanks out to the station output (blue pipes).&lt;br /&gt;
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This simply means that instead of the air mix being put into the mix tank as it normally does, the air mix (which may or may not contain death gasses) is fed into the station output.&lt;br /&gt;
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Crafty atmos traitors will want to cut cameras, replace pumps with pipes, use tricky pipe configurations to avoid the AI interfering or the detective trying to fix it and make a hole in the station&#039;s oxygen and air tanks, venting the entire round&#039;s supply of oxygen into space.&lt;br /&gt;
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An extremely fast method that involves a clever use of the waste system is the following:&lt;br /&gt;
# Reconfigure the piping to connect the waste system directly into the pure pipes.&lt;br /&gt;
# Find a place with a waste pipe next to a distro pipe, then configure them so that they can be united later.&lt;br /&gt;
# Open the valves for your deathgas mixture of choice, the waste piping should now begin to fill with your gases.&lt;br /&gt;
# Set as many air alarms as you can to have every vent at Internal 0.&lt;br /&gt;
# When ready, go back to your distro/waste pipe spot and unite them.&lt;br /&gt;
# Listen to screams over the radio.&lt;br /&gt;
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Other antagonistic things to do:&lt;br /&gt;
* You can hack an air alarm to use it as a non-Atmos Tech.&lt;br /&gt;
* You can C4 the digital valves to let you remove them and shut down AI control, or save a C4 and disable the cameras if you know there are no Cyborgs on the station.&lt;br /&gt;
* Using a gas filter turned on to pour large, ever increasing, amounts of gas onto a single connector port has no visible effects, but if you wrench a canister onto it then the canister will almost immediately fill up with the massive pressure buildup, letting you get super-high pressure plasma/CO2/etc canisters to hit area&#039;s with.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Sarchutar</name></author>
	</entry>
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