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| |name = Romerol | | |name = Romerol |
| |image = Syndibox.png | | |image = Syndibox.png |
| |foundin = Ordered via syndicate uplink, costs 25 telecrystals. | | |foundin = Ordered via syndicate uplink, costs 20 telecrystals. |
| |usedfor = Creating a zombie infestation. | | |usedfor = Creating a zombie infestation. |
| |strategy = Inject into food, medicines, cryotubes, or just shoot it with a syringe gun. | | |strategy = Inject into food, medicines, cryotubes, or just shoot it with a syringe gun. |
| |contents = [[File:Bottle12.png]][[File:Eyedropper.png]][[File:Syringe.png]] | | |contents = [[File:Bottle12.png]][[File:Eyedropper.png]][[File:Syringe.png]] |
| |description = [[Guide_to_chemistry#Romerol|Romerol]] adds a zombie infection organ to victims. When those victims die, they will revive as zombies who can infect other people. Because [[Guide_to_chemistry#Romerol|Romerol]] costs more than 20 telecrystals, at least two traitors will need to collaborate to buy it. It can be applied to corpses directly, allowing creation of zombies from corpses in the [[Morgue]]. | | |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]]. (This is old description that needs to be changed)<br> |
| | Note: only a person with a murderbone objective can purchase this. |
| }} | | }} |
| ===Sleepy Pen=== | | ===Sleepy Pen=== |
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| |description = His Grace is a powerful entity that can grant enormous powers in exchange for sacrifices. Spawned dormant use it inhand to activate it. Once activated and soulbound to the player, the hunger starts. As His Grace grows hungrier, it grants its wielder various buffs. <br>It starts peckish, giving just a moderate damage buff. <br>Then he hungers, giving some damage and healing when held, and will devour any that come near him if he is resting on the ground. <br> More hunger leads to him being famished, at which point the damage and healing start to become considerable, but he will not let go of your hand anymore at this point. '''GET-FOOD'''.<br> '''STARVING: NOW YOU DID IT'''. You are basically a hulk with a ridiculous healing buff; I hope you read this guide in advance, because you have about ten seconds to live befor- | | |description = His Grace is a powerful entity that can grant enormous powers in exchange for sacrifices. Spawned dormant use it inhand to activate it. Once activated and soulbound to the player, the hunger starts. As His Grace grows hungrier, it grants its wielder various buffs. <br>It starts peckish, giving just a moderate damage buff. <br>Then he hungers, giving some damage and healing when held, and will devour any that come near him if he is resting on the ground. <br> More hunger leads to him being famished, at which point the damage and healing start to become considerable, but he will not let go of your hand anymore at this point. '''GET-FOOD'''.<br> '''STARVING: NOW YOU DID IT'''. You are basically a hulk with a ridiculous healing buff; I hope you read this guide in advance, because you have about ten seconds to live befor- |
| '''DEATH''': you are dead. The hunger was too much, so His Grace has worked his way up your arm and popped your head in his jaws like a ripe grape.<br> At this point the counter resets, his grace rests on the ground one last time and if no assistants gets too close, becomes dormant again from the hunger. Bodies can be retrieved from his jaws, and changelings can revive and crawl out.<br> | | '''DEATH''': you are dead. The hunger was too much, so His Grace has worked his way up your arm and popped your head in his jaws like a ripe grape.<br> At this point the counter resets, his grace rests on the ground one last time and if no assistants gets too close, becomes dormant again from the hunger. Bodies can be retrieved from his jaws, and changelings can revive and crawl out.<br> |
| '''ASCENSION''': If His Grace eats 25 people, it will turn a golden color, gain extra force and will never go back to sleep. It will always stay at its current hunger level. | | '''ASCENSION''': If His Grace eats 25 people, it will turn a golden color, gain extra force and will never go back to sleep. It will always stay at its current hunger level.<br> |
| | Note: only a person with a murderbone objective can purchase this. |
| }} | | }} |
| ===Cult construction kit=== | | ===Cult construction kit=== |
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This page needs revising!
The following page is out of date and/or needs to be revised. If the page's guide needs revision, see here for an example. The revision reason is: "Missing a few syndicate items."
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Syndicate Items
These items can be bought through an uplink by Traitors and (barring a few) Nuclear Operatives.
How to Get These Items
Syndicate Uplink
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Found in: Syndicate operatives spawn with one Used for: Ordering syndicate items by a traitor or syndicate operative. Strategy: Keep it locked. In case someone searches you they might look at your pda to see if it's an uplink.
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Description
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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. From there, you can click on it and pick whatever item you want/need. However, you only have 20 telecrystals to use (In Nuke, the crystals are scaled to the population of the station. Every 10 people adds 10 crystals. Extra crystals for war ops), so choose wisely. The nuke round radio and the headset can also self destruct, which can be used to destroy things like computers or gib people if dropped on top of them.
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Discounts
Up to three items are randomly discounted. These items can be found at the bottom of the page. The lower initial cost, the higher chance it will be discounted. You can not buy the item at discount price more than once! Hope for a 80% off Dark Mauler! (Yes, this is possible)
Types of discounts:
- Discount (60% chance): A simple discount, a percentage off the original price.
- Buy 1 get 1 free (20% chance): Purchase the item and get a second one completely free! For when you want a second energy sword for no reason in particular!
- Double Discount Bundle (20% chance): A discounted bundle containing 2 items, that's right 2! Get 2 random items with a reduced total price!
Bundles and Telecrystals
Contract Kit
"Contract Kit"
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Found in: Ordered via syndicate uplink, costs 20 telecrystals. Used for: Completing kidnapping contracts for TC-rewards. Strategy: A high risk, high reward choice for a traitor who wants a real challenge.
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Description
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15+ players only The Syndicate have a number of urgent contracts for you to take on, become a contractor and complete them for TC and cash payments. Upon purchase, you'll be granted your own contract uplink embedded within a supplied tablet computer. Additionally, you'll be granted contractor gear to help with your mission. Comes supplied with the tablet, a specialist contractor space suit, Signal Jammer, chameleon jumpsuit and mask, agent card, three randomly selected low cost items, and a unique, electrified baton. Can include items from nuke ops.
Use the new contract uplink to select a contract, and bring the assigned target dead or alive to the designated drop off location. Call for the extraction pod and send them off for your payment, with much higher rewards for keeping them alive. Extracted targets will be sent to the ninja jail and held for ransom by the Syndicate, alerting the crew after a small delay. Ransom will be payed automatically by Nanotrasen, taking an amount of the station budget to offset the cost. These targets will later be returned to the station, with even targets brought and extracted dead being returned to the crew. The contractor always earns a portion of the ransom when they're extracted into their equipped ID.
Victims that're extracted will have their items stored until they're brought back, with their items coming along with the pod they're dropped with. Extracted targets always get dropped back in the same area they were launched from.
Aborting or completing contracts will make them unavailable to take on again, so be mindful of this when choosing which target to pick. Extraction will come when requested, but only if both yourself and the target is inside the dropoff location.
The average for the total TC you can earn with this kit is around 34 TC, with the minimum never being below 30, should you extract all your targets alive. This is on top of the actual value this kit gives you initially, making this an incredibly viable choice if you can justify a weaker early game, and feel up to the challenge.
Currently, when first assigning yourself to the uplink, you'll always be given 6 contracts.
Unique items are available to purchase with "Contractor Rep" through the available Hub inside the uplink. You acquire two Rep per completed contract, with four different purchases available:
- Contractor Pinpointer - 1 Rep: A pinpointer that only activates for its owner, which is the first person to activate it. Locks on to crew on the same z-level, ignoring suit sensors, but is much less accurate. Will show you're at the location when within ~25 units.
- Fulton Extraction Kit - 1 Rep: Gives both a beacon and fulton kit to move targets/items across the station. Place the beacon down, and use the bag in hand to link it. Using the bag on items and crew will send them to the beacon. They must be outside - so in space or on lavaland - to be sent to the beacon.
- Reinforcements - 2 Rep: Call in a Syndicate agent to help you with your mission. Role is polled to ghosts, and comes with very basic items and their own 0 TC uplink. When an agent is found, they'll be sent via pod, so be sure to call when by yourself.
- Blackout - 3 Rep: Cuts station power for a short duration.
Contractor Baton
This baton comes in every contract kit. If extended and used on someone when not on harm intent it causes 1.5 seconds of knockdown and 70 stamina damage, which means it will stam-paralyze someone with 2 hits. Has a 2.5 second cooldown between non-harm hits. Fits in a pocket when retracted. Use in hand to extend or retract. Unlike other batons, this one works on cyborgs.
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Syndicate Bundle A: Syndi-kit Tactical
"Bundle A"
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Found in: Ordered via syndicate uplink, costs 20 telecrystals. Used for: Random Traitoring. Strategy: Get this if you don't know what you want to get, or if you want a challenge.
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Description
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Weightedly picks a set of Syndicate items and spawns them in a common box. The total cost of items you get is always more than 20 telecrystals. You get more than you would normally be able to at the cost of not knowing what you're going to get. This is bundle A, containing tactical item sets.
[Show/hide] Possible Sets
Recon
Spy
Stealth
Guns
Screwed
Murder
Implant
Hacker
Sabotage
Sniper
Meta Ops
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Syndicate Bundle B: Syndi-kit Special
"Bundle B"
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Found in: Ordered via syndicate uplink, costs 20 telecrystals. Used for: Random Traitoring. Strategy: Get this if you don't know what you want to get, or if you want a challenge.
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Description
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Weightedly picks a set of Syndicate items and spawns them in a common box. The total cost of items you get is always more than 20 telecrystals. You get more than you would normally be able to at the cost of not knowing what you're going to get. This is bundle B, containing gimmicky item sets.
[Show/hide] Possible Sets
Bond
Ninja
Dark Lord
White Whale, Holy Grail
Mad Scientist
Bee
- Bee objective
- Bee costume
- Bee mask
- Yellow fanny pack
- 3x Buzzkill Grenades
- Beesease reagent
- Bee gun - A gun that fires bees. Can be filled with reagents.
Mr Freeze
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Syndicate Surplus Crate
"Crate"
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Found in: Ordered via syndicate uplink, costs 20 telecrystals. Used for: Taking a gamble or getting tons of items. Strategy: This can contain nearly everything on the uplink. If you want to take a gamble, buy it.
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Description
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20+ players only It's a crate. It contains 50 telecrystals worth of completely random Syndicate items. This can be anything from an Emag to a Deck of Cards. It can be useless junk or really good. It can be fun to buy if you have an easy objective or want to switch up your strategy.
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Syndicate Lootbox Crate
"Crate"
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Found in: Ordered via syndicate uplink, costs 20 telecrystals. Used for: Throwing a D20 and multiplying the result by 5, unless you hit 20 which will multiply it by 10. Strategy: This can contain nearly everything on the uplink. If you want to take a gamble, buy it.
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Description
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30+ players only It's a crate. It contains 5-200 telecrystals worth of completely random Syndicate items. This can be anything from an Emag to a Deck of Cards. It can be useless junk or really good. It can be fun to buy if you have an easy objective or want to switch up your strategy, 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.
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1 Raw Telecrystal
Telecrystal
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Found in: Ordered via syndicate uplink, costs 1 telecrystal. Used for: Giving other traitors or the nuke ops leader TC, charging F.R.A.M.E. cartridges. Strategy: These crystals can be used to regular uplinks, nuke ops uplinks and F.R.A.M.E. cartridges.
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Description
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A telecrystal in its rawest and purest form; can be utilized on active uplinks to increase their telecrystal count.
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5 Raw Telecrystals
Telecrystal
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Found in: Ordered via syndicate uplink, costs 5 telecrystals. Used for: Giving other traitors or the nuke ops leader TC, charging F.R.A.M.E. cartridges. Strategy: These crystals can be used to regular uplinks, nuke ops uplinks and F.R.A.M.E. cartridges.
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Description
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Five telecrystals in their rawest and purest form; can be utilized on active uplinks to increase their telecrystal count.
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20 Raw Telecrystals
Telecrystal
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Found in: Ordered via syndicate uplink, costs 20 telecrystals. Used for: Giving other traitors or the nuke ops leader TC, charging F.R.A.M.E. cartridges. Strategy: These crystals can be used to regular uplinks, nuke ops uplinks and F.R.A.M.E. cartridges.
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Description
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Twenty telecrystals in their rawest and purest form; can be utilized on active uplinks to increase their telecrystal count.
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Super Surplus Crate
"Crate"
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Found in: Ordered via syndicate uplink, costs 40 telecrystals. Used for: Teaming up with another traitor to gamble all your TC. Strategy: The 40 TC price means that you have to team up with at least one other traitor. Use codewords!
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Description
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30+ players only This big boy contains 125 TC worth of items. If you feel you can trust other traitors, why not?
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Random Item
"???"
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Found in: Ordered via syndicate uplink, costs a random amount of telecrystals. Used for: Purchasing a random item. Strategy: Buy something completely random.
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Description
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Picking this will purchase a random item. Useful if you have some TC to spare or if you haven't decided on a strategy yet.
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Conspicuous and Dangerous Weapons
Box of Throwing Weapons
Box of Throwing Weapons
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Found in: Ordered via syndicate uplink, costs 3 telecrystals. Used for: Murdering people by throwing things. Strategy: Use the throwing stars to cause heavy damage and bleeding due to embedding, and the bolas to prevent the target from running off or dodging.
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Contents
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Description
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5x, 2x
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This kit contains five throwing stars and two reinforced bolas. Throwing stars will deal heavy brute damage on hit and automatically embed, causing further brute and bleeding over time. Reinforced bolas cause a 3.5 second knockdown and will slow targets down on hit until they are removed. They take longer to remove than normal bolas.
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Energy Sword
Energy Sword
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Found in: Ordered via syndicate uplink, costs 8 telecrystals. Used for: Mass murder. Strategy: This sword will usually crit someone in three to four hits (more if the target is armored). It leaves a bloody mess though. When it is on it has a chance to deflect projectiles. Needs to be turned on before use. Can fit in a pocket if shut off.
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Description
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This is a melee weapon that will do a lot of (30) brute damage. It also has a high chance to knock someone down, or outright uncouncious. It has two states, on and off. When it's off, you can fit it into your pocket, but it's a terrible weapon. Activate it to switch between the two states, but be warned, turning it on or off causes a very loud and distinct noise. It is also a very good combo combined with the e-bow's knockdown. You have a decent chance of reflecting projectiles with it when turned on.
Most often found in the hands of Traitors and Nuke Ops, however Nanotrasen also likes to make use of them, mainly in Red Alert ERTs and Death Squads.
You can also hit it with a multitool to make it a RAINBOW SWORD.
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Double-bladed Energy Sword
Double-bladed Energy Sword
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Found in: Ordered via syndicate uplink, costs 18 telecrystals. Used for: SUPER mass murder, making security and all their stunning and lasers completely irrelevant. Strategy: Simply having this weapon active will completely ruin anyone who tries to shoot you with a taser.
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Description
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25+ players only The double energy sword is an immensely powerful weapon, capable of sending unarmored victims into critical in just 3 hits (and likely stunning them, dismembering, or knocking them unconscious long before that). Like the single-bladed Energy Sword, it must be turned on to be used properly, and can still be stored in your pocket when turned off. The main reason why this weapon is so powerful compared to its predecessor is because it will reflect all energy and laser bolts sent at it back at the person who shot at you, guaranteed. This makes unrobust Security completely and totally useless at range, and makes them easy kills if they get hit by their own taser shots. This sword is not unstoppable, however. It also has a chance to reflect bullets, but this is somewhat unreliable. It will also not stop melee attacks, so try to avoid the inevitable jousting matches with stunbatons and disarm intent. Temperature gun shots go right through this.
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Gloves of the North Star
"Gloves of the North Star"
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Found in: Ordered via syndicate uplink, costs 8 telecrystals. Used for: ATATATATATA Strategy: Buy this if you want to punch people really quickly.
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Description
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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.
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Holoparasite injector kit
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Found in: Ordered via syndicate uplink, costs 18 telecrystals. Used for: ORAORAORAORAORA Strategy: Has many strategic options depending on which type of Holoparasite you choose to summon.
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Description
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25+ players only Contains a Holoparasite injector. When injected, it will attempt to summon a Ghost player to take on the role of a spirit-like entity living in your body, capable of using different powers to help you, decided by its type. If no ghost accepts the role, you can get a TC refund.
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Powerfist
Power Fist
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Found in: Ordered via syndicate uplink, costs 6 telecrystals. Used for: break some bones (if this were Baystation). Strategy: This weapon's main strength is throwing people away from you and/or into a fire, open airlock, electrified airlock, emagged gibber etc.
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Description
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This is a melee WEAPON (hold it in your hand) that can do moderate to really high brute damage. It is piston powered, and said piston is activated by gas coming from a gas tanks. To mount a gas tank, simply click on the powerfist with the tank in your hand. The pressure valve can be adjusted with a wrench to the setting 1,2 and 3. To remove an empty tank, use a screwdriver on the powerfist.
Setting one has force 20 and launches people 1 tile away.
Setting two and three double and triple these values respectively, so 40/60 damage and 2/3 tiles thrown.
From a standard, filled tank of air one should expect 4 full punches on setting two and 3 on setting three.
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Stechkin
Stechkin Pistol
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Found in: Ordered via syndicate uplink, costs 7 telecrystals Used for: Quick and concealable murder. Strategy: Keep it hidden, it's possible to gain this gun by other means beyond being a traitor but the average Security Officer will assume it's Syndicate until proven otherwise.
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Description
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A small gun, fits into your pocket when not fitted with a suppressor. Has an 8-round magazine and is semi-automatic - meaning it'll eject bullet casings as it fires making evidence clean up harder. Does 30 brute damage on an unarmored target but dumping the magazine will usually kill or crit all but the most well-prepared and/or armored foes. Can be fitted with a suppressor, which makes it a very lethal and effective weapon of murder. However, this increases the size to normal and will no longer fit in your pocket. Uses 10mm ammunition.
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Revolver
.357 Revolver
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Found in: Ordered via syndicate uplink, costs 12 telecrystals Used for: Very quick and loud murder. Strategy: Keep the thing hidden, as people know it's only available to syndicates. Also, it makes a lot of noise, so be careful.
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Description
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It's a gun. Click on someone and you shoot at them. Does 60 brute damage per shot on an unarmored target, considerably less on an armored one. It's a very reliable weapon for a quick and bloody murder, as most people cannot react in time before being shot twice. Keep in mind that it makes a very loud and distinct noise. This gun comes loaded with 7 rounds, more can be bought from your uplink or created with a hacked autolathe. The damage is high enough to quickly blow up a supermatter crystal. Uses .357 ammunition.
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Toy Pistol with Riot Darts
Toy Gun with Riot Darts
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Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Hiding a stunning weapon in plain sight. Strategy: This gun is identical to the normal toy guns, but it shoots stamina-damaging darts that can knock down.
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Description
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An innocent-looking toy pistol designed to fire foam darts. Comes loaded with riot-grade darts effective at incapacitating a target.
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Poisoned Knife
Poisoned Knife
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Found in: Ordered via syndicate uplink, costs 8 telecrystals. Used for: Injecting chemicals or toxins while in combat. Strategy: Buy with poison kit, apply to target.
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Description
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A knife that can store 40u of liquids, which are then injected when stabbing something. Deals 12 brute damage.
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Stealthy and Inconspicuous Weapons
Dart Pistol
Dart Pistol
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Found in: Ordered via syndicate uplink, costs 3 telecrystals. Used for: Shooting chemicals. Useful with the Poison Kit. Strategy: Use it as you would a normal syringe gun; the only difference is that it fits into a pocket.
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Description
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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.
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Dehydrated Space Carp
Dehydrated Space Carp
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Found in: Ordered via syndicate uplink, costs 1 telecrystal. Used for: Sudden carp invasions. Strategy: Looks like a normal carp toy. If it comes in contact with water, however, it will create a full-sized space carp, aggressive to everyone nearby. If you use the plushie in hand before activating it, the carp won't attack you once spawned.
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Description
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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.
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Energy Dagger
Energy Dagger
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Found in: Ordered via syndicate uplink, costs 3 telecrystals. Used for: Last resort combat. Strategy: Shove it in your PDA. Don't bring it out until you need it, because everyone knows only syndicates have energy blades.
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Description
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It's a dagger that does 18 brute on hit, and 35 brute when thrown. It can be disguised and hidden as a pen. Keep it out of sight and then bring it out once you've got somebody on the ropes. It's better than most weapons very cheap, so it's not a bad last resort. Unless people know you have it they're very unlikely to search your PDA pen slot.
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Karate Scroll
Karate Scroll
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Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: Fighting people with your fists. Strategy: This scroll will teach you art of Karate, makings your hits stronger and letting you do cool combos.
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Description
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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.
Possible Combos:
- Calf Kick: Harm Grab Disarm. Paralyses one of your opponent's legs.
- Jumping Knee: Harm Disarm Harm. Deals significant stamina damage and knocks your opponent down briefly.
- Karate Chop: Grab Harm Disarm. Very briefly confuses your opponent and blurs their vision.
- Floor Stomp: Harm Grab Harm. Deals brute and stamina damage if your opponent isn't standing up.
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Martial Arts Scroll
Martial Arts Scroll
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Found in: Ordered via syndicate uplink, costs 16 telecrystals. Used for: Fighting ranged attackers, killing people with your fists. Strategy: This scroll will teach you the Sleeping Carp style, making you immune to ranged attacks but also unable to use guns, while making your unarmed hits stronger.
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Description
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20+ players only You must keep reading the scroll until you get a message saying you have mastered the ability. This will take some time and you will see several smaller flavor messages while reading. The Sleeping Carp style then lets you ignore all ranged attacks, whether energy or physical (but not thrown items). Dodging an attack this way will make a noticeable sound and message, which will alert everyone close of this skill, and thus of your traitor status. You will also not be able to use any ranged weapon, as it would be dishonorable.
Your punches do 10 to 15 brute, and your grabs will start as aggressive.
You can also combo attacks by switching intents while hitting. Possible Combos:
- Wrist Wrench: Disarm Disarm. Forces the opponent to drop the item in his hand. Stuns for 6 seconds. Does not work if target is stunned or paralyzed.
- Back Kick: Harm Grab. The opponent must be facing away from you. Paralyzes for 8 seconds. Does not work if target is paralyzed.
- Stomach Knee: Grab Harm. Knocks the wind out of the opponent and stuns for 4 seconds. Does not work if target is paralyzed.
- Head Kick: Disarm Harm Harm. Decent damage, forces the opponent to drop the item in his hand. Stuns for 8 seconds. Does not work if target is paralyzed.
- Elbow Drop: Harm Disarm Harm Disarm Harm. The opponent must be on the ground. Deals huge damage, and instantly kills anyone in critical condition.
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Gamma Bow
Gamma Bow
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Found in: Ordered via syndicate uplink, costs 8 telecrystals Used for: Irradiating people. Strategy: Poison crewmates.
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Description
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This weapon is 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. 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.
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Mini Energy Crossbow
Miniature Energy Crossbow
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Found in: Ordered via syndicate uplink, costs 12 telecrystals Used for: Stunning people. Strategy: No one sees any messages of who fired at who, but the target knows when they are shot. Use this weapon very carefully and covertly, but remember it is also very good when in a pitch because every hit is a knockdown.
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Description
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This weapon is not meant for killing, rather it is intended for stunning. Though this weapon does make a sound when fired, it is still very quiet, and can easily be concealed in your pocket. Additionally this weapon does not provide any message that it has been fired. Strong when paired with an energy sword, as it cannot reliably kill anything by itself. It has no shot limit, but takes a while to charge each shot. Each shot deals 15 toxin damage, knocks down for 1 second, deals 60 stamina damage and blurs the vision of the target. It takes two hits to paralyze someone.
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Boxed Origami Kit
Boxed Origami Kit
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Found in: Ordered via syndicate uplink, costs 6 telecrystals Used for: Folding paper airplanes. Strategy: Lets you fold any paper into sharp paper airplanes to hit people in the eyes with.
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Description
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The box contains a book able teach you The Art of Origami, and 5 ordinary papers. Activate the book in hand to read it until you get the message "You feel like you've got a good handle on origami!". This will give you a new HUD icon. Click the HUD icon to toggle origami folding on. When on, any paper airplane you fold (by alt-clicking a paper) will turn into a deadly throwing weapon, which looks the same as an ordinary paper airplane. These planes will deal 20 brute damage on thrown hit and cause bleeding. Victums not wearing any eyewear it will also be paralyzed for 4 seconds plus and take eye damage. These planes will always hit people in the eyes, regardless of which body part you're aiming at.
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Poison Kit
Poison Kit
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Found in: Ordered via syndicate uplink, costs 7 telecrystals. Used for: Murdering people silently. Strategy: Inject these poisons into food, medicines, cryotubes, or just shoot them with a syringe gun.
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Contents
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Description
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This kit contains a bottle each of Polonium, Venom, Fentanyl, Formaldehyde, Cyanide, Histamine, Initropidil, Pancuronium, Sodium Thiopental, Coniine, Curare and Amanitin, with a free syringe to inject them with.
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Romerol
Sleepy Pen
"Pen"
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Found in: Ordered via syndicate uplink, costs 5 telecrystals. Used for: Disabling people, making people look dead. Strategy: This item will paralyze people, so they cannot talk and will collapse after a short time. It will quickly wear off.
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Description
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This is a very devious little item. It is a refillable instant injector that looks like a pen. The pen can hold up to 45u reagents and starts with 20u Chloral Hydrate, 15u Mute-Toxin, and 10u Tirizene, which prevents people from talking and causing them to fall asleep after about 20 seconds at most. They can still see and hear everything around them, until they actually fall asleep. Does not penetrate hardsuits. The victim will feel a tiny prick but the stab will be invisible to others. The default chemicals inside are completely non-lethal, so if you want to kill with it you need something else. Not available to Nuke Ops.
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Universal Suppressor
Suppressor
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Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Silencing weapons. Strategy: Attach it to your Stechkin, or to other ballistic weapons (that isn't a revolver or shotgun) to silence and remove the weapon's attack messages.
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Description
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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.
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Ammunition
.357 Speedloader
.357 Speedloader
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Found in: Ordered via syndicate uplink, costs 2 telecrystals. Also made in hacked autolathes, costs 50,000 metal units. Used for: Ammo for the Revolver. Strategy: Order in conjunction with the revolver for extra killing potential. Or better yet completely ignore it and go for the hacked autolathe method instead.
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Description
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This is ammo for the Revolver. It gives the revolver 7 more shots. It can be used by clicking on an empty revolver while you hold the ammo in your active hand. 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.
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10mm Handgun Magazine
10mm Handgun Magazine
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Found in: Ordered via syndicate uplink, costs 1 telecrystals. Loose ammo boxes can be made in a hacked autolathe, costs 50,000 metal units. Used for: Ammunition for the Stechkin. Strategy: Order in conjunction with the stechkin for extra killing potential. Using on a stechkin already loaded with a magazine will do a tacticool reload, replacing the old magazine with it and dropping the old magazine under your feet. Can be handloaded from a loose ammo box.
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Description
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This is ammo for the Stechkin. It gives the stechkin a full clip. It can be used by either using a stechkin in hand to remove the old magazine and loading it in, or using directly for a tactical reload. Loose ammo boxes can be made in a hacked autolathe for 50,000 metal units, it is ill-advised to order any more handgun magazines as it's more economical to simply load new magazines by clicking on them with the printable ammo boxes.
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10mm Armor Piercing Magazine
10mm Armour Piercing Magazine
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Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Armour piercing ammunition for the Stechkin. Strategy: Order this when you want to kill someone armoured like security staff.
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Description
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An additional 8-round 10mm magazine; compatible with the Stechkin Pistol. These rounds are less effective at injuring the target but penetrate protective gear.
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10mm Incendiary Magazine
10mm Incendiary Magazine
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Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Ammunition for the Stechkin which sets the target on fire. Strategy: Order this when you want to see someone burn.
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Description
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An additional 8-round 10mm magazine; compatible with the Stechkin Pistol. Loaded with incendiary rounds which ignite the target.
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10mm Hollow Point Magazine
10mm Hollow Point Magazine
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Found in: Ordered via syndicate uplink, costs 3 telecrystals. Used for: Ammunition for the Stechkin which deals more damage against unarmoured targets. Strategy: Order this when you want to kill someone who is likely unarmoured.
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Description
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An additional 8-round 10mm magazine; compatible with the Stechkin Pistol. These rounds are more damaging but ineffective against armour.
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Box of Riot Darts
Ammo-riot darts
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Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Ammo for the foam force Toy Handgun. Strategy: Order as extra ammo for the toy gun. Generally not a good idea as riot darts themselves are re-usable.
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Description
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This is ammo for the Toy Gun. Buy this if you cannot get it from a hacked autolathe, or reuse the ones you shot.
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Grenades and Explosives
Airlock Charge
Airlock Charge
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Found in: Ordered via Syndicate Uplink, costs 4 telecrystals. Used for: Sabotaging Airlocks to Explode when Opened. Strategy: Use on a door that only your target would use. Hope they open it.
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Description
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A small explosive device that can be used to sabotage airlocks to cause an explosion upon opening. To apply, remove the airlock's maintenance panel and place it within.
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Composition C-4
C-4
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Found in: Ordered via syndicate uplink, costs 1 telecrystal. Used for: Blowing stuff up. Strategy: Stick it on things that need to blow up.
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Description
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This pack of explosives can detonate and destroy almost anything it is placed on, after any chosen amount of seconds (the shortest being 10). C4 takes 3 seconds to set up, and requires you to be un-interrupted. You can also attach a signaler to detonate instantly, among other things. Can be directly placed on mobs, but will only deal around 50 damage and not gib.
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Bag of C-4 Explosives
Bag of C-4 Explosives
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Found in: Ordered via syndicate uplink, costs 8 telecrystals. (20% discount) Used for: Blowing lots of stuff up. Strategy: Stick it on things that need to blow up.
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Description
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Contains 10 C4 charges in a handy dufflebag, to use however you want. Activate in hand to set a timer. The timer will then start when you place the C4 on something. Placing C4 takes a few seconds (progress bar).
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Bag of X-4 Explosives
Bag of X-4 Explosives
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Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: Blowing stuff up. Strategy: Stick it on things that need to blow up.
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Description
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Contains 3 X4 charges in a handy dufflebag, to use however you want. X4 is a more powerful version of C4, and will also deal damage in a cone behind the target.
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EMP Kit
EMP Kit
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Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: The disabling of technology, such as cameras, radios, etc. Strategy: Best used aggressively against technology, such as destroying an AI. If you wish to opt for a more stealthy approach, the Cryptographic Sequencer and EMP Flashlight are usually better. Note that EMP grenades are the pretty much the only reliable way to stop an approaching cyborg from afar as a traitor, unless you have access to an Ion rifle.
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Contents
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Description
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x6
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These are weapons used for disabling electronics like the AI's cameras. They can also be used to silence those pesky pAIs for a few minutes. That or flat out kill them while you home in for the kill. Click on the Grenade to activate it and then throw it like normal grenades. The implanter functions the same, but after implanting it into yourself, it can be activated three times using the action button. Other uses include draining the batteries of APCs, completely draining the batteries of sec equipment like stun batons and tasers, shocking/opening nearby doors and blinding those who wear thermals caught in the emp range. If you EMP a group of sec officers before a fight, they'll be completely disarmed of stun weaponry (as of right now, emp will only drain about 20% of a stunbaton's total charge, though) aside from Flashes and Flashbangs. They also stun cyborgs for a good deal of time.
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Exploding Rubber Duck
Exploding Rubber Duck
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Found in: Ordered via syndicate uplink, costs 4 telecrystal. Used for: Blowing stuff up. Strategy: Buy it as Clown and use it as ghetto banana peel. Die inevitably.
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Description
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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.
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High-Yield Exploding Rubber Duck
High-Yield Exploding Rubber Duck
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Found in: Ordered via syndicate uplink, costs 10 telecrystal. Used for: Blowing stuff up. Strategy: BOOOOM!!!
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Description
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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.
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Detomatix PDA Cartridge
Detomatix Cartridge
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Found in: Ordered via syndicate uplink, costs 6 telecrystals. Used for: Making other's PDAs explode. Strategy: Use this to hurt your target from afar, or wait until you can see them, detonate their PDA, and then quickly kill them.
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Description
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A cartridge for your PDA. When inserted, it will allow you to use the missile program to attempt to remotely detonate other people's PDAs in a kind of weak explosion (Still powerful enough to knock out people and destroy the victim's ID, though). Your target PDA will need the messenger function turned on in order to attempt this, and you need to scan for other PDAs, then import the list. Despite this it is a decent way of sowing panic aboard the station, or softening up a target for an assassination attempt. Comes with 4 charges. It also has a bomb program that when run causes the PDA to self destruct. Useful against gullible targets, or turning PDAs into hand grenades. For syndicates, this cartridge has the blast door toggle function for the syndicate shuttle as well, allowing you to open the door when the person with the military PDA has died horribly.
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Pizza Bomb
Pizza Bomb
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Found in: Ordered via syndicate uplink, costs 3 telecrystals. Used for: Tasty bomb delivery. Strategy: This pizza box contains a bomb inside, a bit stronger than a Syndicate Minibomb. To arm it, open the box, using the other hand take out the pizza, drop the pizza, use the box again with your empty hand to set the timer, put the pizza back in, close it. The next person to open it will trigger the bomb!
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Description
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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!
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Slipocalypse Clusterbang
Slipocalypse Clusterbang
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Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: Making a large area slippery with soap. Strategy: Once used, it will split into several grenades, which in turn will spawn a bar of Syndicate Soap each.
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Description
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A traditional clusterbang grenade with a payload consisting entirely of Syndicate soap. Useful in any scenario!
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Syndicate Bomb
Syndicate Bomb
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Found in: Ordered via syndicate uplink, costs 12 telecrystals. Used for: Making really big holes. Strategy: Place somewhere safe, activate, and run. Make sure nobody defuses it. Protip: You can remove the payload (screwdriver, cut all wires, crowbar it out) and detonate it with C4 for a quick bang.
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Description
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The Syndicate Bomb has an adjustable timer with a minimum setting of 90 seconds. Ordering the bomb sends you a small beacon, which will teleport the explosive to your location when you activate it. You can wrench the bomb down to prevent removal.
The crew may defuse the bomb by opening up the wiring and messing with it, however this has a chance of backfiring and causing the bomb to explode instantly. This can be used to your advantage by figuring out the detonation wire and adding a signaler so you can control when the bomb will go off.
When the bomb explodes, it creates a huge explosion, which punches holes in the station and destroys the surrounding area. Flames burst everywhere, but they extinguish almost immediately, most likely due to exposure to space.
Despite their cost, an expertly made tank bomb can still outdo the explosion caused by these.
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Syndicate Minibomb
Syndicate Minibomb
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Found in: Ordered via syndicate uplink, costs 5 telecrystals. Used for: Blowing shit up, making holes in the station. Strategy: Cook the grenade in your hand (for no longer than at most two seconds) and throw it at someone when they least expect it. Use it on crowds or downed targets.
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Description
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The Minibomb is a grenade with a five-second fuse. It will cause a small explosion, but that explosion will still create holes to space. It can usually outright kill or even gib an unarmored target. Those wearing armor may survive. A messier and more costly alternative to using an IED on a corpse.
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Explosive Flashbulb
Explosive Flashbulb
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Found in: Ordered via syndicate uplink, costs 1 telecrystal. Used for: Blowing oblivious crew up. Strategy: Use wirecutters on flash and install this thing.
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Description
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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).
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Stealth and Camouflage Items
Chameleon Kit
Chameleon Kit
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Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: A complete kit of clothing (jumpsuit, vest, shoes, gloves, mask, hat, PDA, gun, stamp and headset) capable of changing color and shape. Lightly armored. Strategy: Very useful for traitors who want to try a stealthy approach by disguising as a bunch of crewmembers.
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Description
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Each part of the disguise kit gives a HUD button in the top-left corner to individually change each part. The shoes in this kit do not prevent slipping.
The mask has a built-in voice changer that can be toggled on/off by using it in hand, and will match your voice with your currently equipped ID (great in combination with the Agent ID!). Extremely useful for infiltration.
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No-Slip Chameleon Shoes
No-Slip Chameleon Shoes
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Found in: Ordered via syndicate uplink, costs 3 telecrystals. Used for: Not slipping. Strategy: These can be bought separately from the chameleon kit if you don't need the rest.
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Description
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Similar to the Chameleon Kit these shoes have an action button to change shape, but unlike the chameleon shoes they also protect you from slips.
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Agent ID Card
Agent Identification Card
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Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Concealing your identity and avoiding security/the AI. Strategy: Copy someone's name and access while being near invisible to the AI and security bots. Use in conjunction with a Chameleon Kit or at least a mask.
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Description
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This is a special ID card with multiple uses:
- The AI's camera eye can no longer track/jump to you and instead has to manually follow you.
- Having an agent card in your ID slot will reduce security bots' threat assessment level by 2. This makes them ignore most offenses and even arrest warrants as long as you don't stack more than one offense.
- You can forge the card's name, assignment, account ID, and look. This works in combination with the chameleon kit's voice changer!
- Agent IDs copy the access of other ID cards they're used on. Lots of fun at the HoPline. Basic access is Maintenance and Syndicate.
- Forging for the first time will automatically assign your account ID to it.
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Chameleon Projector
Chameleon Projector
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Found in: Ordered via syndicate uplink, costs 7 telecrystals. Used for: Hiding as an item on the station. Strategy: Scan an item nobody cares about (it defaults as a cigarette butt) and hide as that item when in a chase, just make sure people don't pick you up. Move only when nobody's looking.
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Description
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Allows you to scan any item that can be picked up and then disguise yourself as that item. While disguised you move at walk speed and cannot interact with anything you're not already holding, and if someone tries to pick you up the disguise fails and you change back to normal. Incredibly useful, and a lot of fun, if you use it correctly. You cannot be detected by the AI when it is active. Currently an extremely powerful item as in order to shoot and actually hit you, security must click on the item you disguised as, not the tile you're on or past that. This makes disguising as a cigarette butt very useful for making them waste all their shots.
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Camera Bug
Camera Bug
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Found in: Ordered via syndicate uplink, costs 1 telecrystal. Used for: Spying through cameras. Strategy: Can be used to know when people are in a certain area so you know when to detonate a bomb, or sneak through and steal something, or murder someone. Can also be used to remotely disable many cameras at the same time.
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Description
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When activated in your hand, you will see a list of all active cameras on the station, for you to use to spy on people or areas as you please. You do not need to use the Camera Bug on cameras to be able to remotely view them. It can also track people. The Camera Bug used to be upgradable, but now has network, tracking, and sabotage upgrades by default and can not be further upgraded. Use the Camera Bug on a camera to bug it. Bugging a camera will allow you to remotely disable that camera through the 'tracking menu'.
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Smuggler's Satchel
Smuggler's Satchel
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Found in: Ordered via syndicate uplink, costs 1 telecrystals, it can also be found randomly hidden on station with contraband inside. Used for: Hiding items under floortiles. Strategy: Use it to stash contraband or bombs under the crew's feet.
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Description
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This satchel is made to fit under floortiles, and contains already a crowbar and floortile to hide it with. It can also fit in a back pack, making it an exceptional item for storage since it can hold normal sized items. Satchel contents no longer persist between rounds, blame the guys who gave themselves traitor and wizard items every other round.
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Stimpack
Stimpack
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Found in: Ordered via syndicate uplink, costs 5 telecrystals. Used for: Speed and reducing stuns for a long time. Strategy: Use it on yourself before a fight with security.
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Description
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This stimulant medipen comes loaded with 50u Stimulants, which will heavily increase your run speed, reduce stuns and give a small heal over time.
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Syndicate Soap
"Soap"
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Found in: Ordered via syndicate uplink, costs 1 telecrystal. Used for: Cleaning things, and slipping people on it. Strategy: Can be used for a quick clean up if you lack space cleaner, so you're not covered in blood, or it can be used like a banana peel.
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Description
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It's a bar of evil looking soap. It can clean up a blood off the ground or on your clothes by using it on them. Also slips people for a moment. Useful with an energy sword. In addition, it cleans things much faster than normal soap, making it handy for a quick cleanup.
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Mulligan
Mulligan
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Found in: Ordered via syndicate uplink, costs 3 telecrystals. Used for: Changing identity. Strategy: Use it on yourself and find new clothes.
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Description
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This syringe comes loaded with a Mulligan Toxin that will randomize your appearance and identity, permanently.
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EMP Flashlight
Flashlight
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Found in: Ordered via syndicate uplink, costs 3 telecrystals. Used for: Disabling technology, such as cameras, radios, doors, cyborgs, etc. Can also be used to unlock lockers. Strategy: Best used stealthily against technology. For the traitor who prefers a more delicate touch.
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Description
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Behaves in almost an exactly similar way to the EMP kit's grenades/implant but is rechargeable, disguised, and localized. It functions exactly like a regular flashlight except when you hit something with the flashlight, the item will act as if it was hit with an EMP. Hitting a person with it will disable their headset and any energy based weaponry they possess, while hitting a cyborg will damage and stun it. Using it on doors may either open or electrify them. The flashlight constantly recharges, but only has around 4 uses before it needs to recharge.
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Adaptive Cardboard Cutouts
Adaptive Cardboard Cutouts
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Found in: Ordered via syndicate uplink, costs 1 telecrystal. Used for: Making the crew believe in a nonexistant threat. Strategy: Place them somewhere, and disguise them as anything.
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Description
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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.
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Decoy Nuclear Authentication Disk
Nuclear Authentication Disk
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Found in: Ordered via syndicate uplink, costs 1 telecrystal. Used for: Fooling the crew into thinking that the nuclear authentication disk is safe. Strategy: Leave it in the Captains Quarters and hope he doesn't examine it.
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Description
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It's just a normal disk. Visually it's identical to the real deal, and only the Captain or nuclear operatives can identify it.
Regular crew will find out by looking at the pinpointer or trying to put it in the nuke.
Don't try to give this to us the Syndicate to complete your objective, they know better!
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Chameleon Bangproof Headset
Chameleon Bangproof Headset
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Found in: Ordered via syndicate uplink. Costs 2 telecrystals. Used for: 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.
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Description
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A headset reinforced to protect the ears from flashbangs, enhanced with chameleon disguise technology.
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Chameleon Flashproof Glasses
Chameleon Flashproof Glasses
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Found in: Ordered via syndicate uplink. Costs 2 telecrystals. Used for: Stopping yourself from being flashed. Strategy: Disguise as glasses of choice. Combine with bangproof headset, and ignore flashbangs.
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Description
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A pair of glasses reinforced to protect the eyes from welding flashes, enhanced with chameleon disguise technology.
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Chameleon Combat Gloves
Chameleon Combat Gloves
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Found in: Ordered via syndicate uplink. Costs 1 telecrystal. Used for: Shock protection when hacking doors. Strategy: Disguise gloves as some sort of gloves which won't draw attention from greytiders. Hack doors without fear of being shocked.
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Description
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A pair of gloves reinforced with fire and shock resistance, enhanced with chameleon disguise technology.
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Space Suits and Hardsuits
Syndicate Space Suit
Syndicate Space Suit
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Found in: Ordered via syndicate uplink, costs 3 telecrystals. Used for: Surviving space. Strategy: Wear it while going in space, store it in your backpack when you're done.
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Description
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A special syndicate space suit that fits in backpacks, slows you less, and has a weapon slot. The color will be suspicious to the crew, however. Resistances: melee = 40, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30, fire = 80, acid = 85.
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Syndicate Hardsuit
Syndicate Hardsuit (Blood-red Hardsuit)
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Found in: Ordered via syndicate uplink, costs 7 telecrystals. Used for: Surviving space, tactical armor. Strategy: Wear it while going in space, store it in your backpack when you're done.
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Description
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The feared suit of a syndicate nuclear agent. It features an internal jetpack that draws from internals, a special combat mode that is not spaceworthy but won't slow down movement, and fairly resistant armor, all while fitting in backpacks. Resistances: melee = 40, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50, fire = 50, acid = 90.
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Devices and Tools
Cryptographic Sequencer
Cryptographic Sequencer
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Found in: Ordered via syndicate uplink, costs 6 telecrystals. Used for: Gaining entrance to restricted areas or lockers, unlocking hidden features in machinery, bending cyborgs to your will. Strategy: Use this to open anything and everything. Causes sparks in the process and you will leave a trail of broken open doors, lockers, and other equipment.
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Description
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Also called an Emag (electromagnetic card), it allows you to quite literally open anything (and break it in the process) and can alter many many things on the station. Also has several special functions, as it can hack cyborgs to serve you, cause multiple electronic devices to malfunction and become deadly, and can really ruin an engineer's day. Emagging something is different from Hacking something.
See here for further info about what things can be hacked/opened by swiping them with an Emag.
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Fully Loaded Toolbox
"Suspicious Looking Toolbox"
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Found in: Ordered via syndicate uplink, costs 1 telecrystal. There's also a couple found on the derelict space station. Used for: Obtaining tools and combat gloves. Strategy: Useful in a pinch if the AI has bolted you in somewhere and you have no other way to escape.
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Contents
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Description
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It's a suspicious looking toolbox, filled with ordinary tools. Except instead of an analyzer, it comes with a multitool and combat gloves. It's also slightly more robust than a regular toolbox.
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Hypnotic Flash
"Flash"
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Found in: Ordered via syndicate uplink, costs 7 telecrystals. Used for: Hypnotizing people into following absurd orders. Strategy: This flash is capable of inflicting the Hypnotic Stupor on vulnerable people. As soon as they've been flashed, they will be hypnotized by the first sentence they hear and gain an obsessive compulsion to obey it.
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Description
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To be considered vulnerable, a player must not be implanted with a Mindshield Implant and either be hallucinating, sleeping, at extremely low sanity or suffering from the Dumbness trauma. Will trigger confusion, dizziness, drowzyness and pacify on both untargeted (use in hand) and targeted (click on sprite) flash, but needs targeted flash to hypnotize.
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Syndicate Surgery Duffelbag
Chest Rig
Chest Rig
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Found in: Ordered via syndicate uplink, costs 1 telecrystal. Used for: Storing combat equipment. Strategy: Use it to store many weapons when you intend to go loud.
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Description
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A robust seven-slot set of webbing that is capable of holding all manner of tactical equipment.
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Syndicate Tome
Syndicate Tome
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Found in: Ordered via syndicate uplink, costs 3 telecrystals. Used for: Healing and harming. Strategy: Use it to heal other traitors you've teamed up with.
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Description
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A copy of the chaplain's bible that's usable by you. Won't bless water or rooms though.
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Thermal Imaging Glasses
Thermal Imaging Glasses
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Found in: Ordered via syndicate uplink, costs 3 telecrystals. Used for: Seeing people, creatures, and synthetics through walls. Strategy: Used for tracking your targets and spotting threats or security ambushes.
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Description
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When worn, this item allows you to see any human, alien, cyborg, and even AIs through walls. Can be disguised as any kind of glasses. Wearing this leaves you very vulnerable to flashes, flashbangs, and EMP. Using a welding tool with this on may cause you to go blind.
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Binary Translator Key
Binary Translator Key
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Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: Communicating with the AI and Cyborgs. Strategy: Eavesdropping on the AI's conversation with its cyborgs. Communicate with the AI after you've subverted it.
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Description
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Needs to be attached to your headset before it can be used. Use a screwdriver to remove the keys already in your headset, and place the ones you want back in. This tool will allow you to access, and speak, on the robotic talk channels. Keep in mind, this will alert the AI, and all cyborgs that you are a syndicate agent if you speak on their channel. Very handy for hearing if the AI is rogue, is out to arrest you, or even if there are any other traitors out there. Speak on the channel with a :b before your text. These are easy to disguise, but nearby humans will be able to hear you whispering so keep this in mind when you talk (as you will get found out).
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Syndicate Encryption Key
Syndicate Encryption Key
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Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Listening in on all of the station's radio chatter and communicating with other traitors that have purchased it. Strategy: Eavesdrop on security. Communicate with other traitors for cooperative goodness.
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Description
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Needs to be attached to your headset before it can be used. Use a screwdriver to remove the keys already in your headset, and place the ones you want back in. This tool will allow you to listen in on all of the station department's radio channels and speak on a hidden Syndicate channel with other traitors that are using the key. Speak on the channel with a :t before your text.
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Artificial Intelligence Detector
"Multitool"
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Found in: Ordered via syndicate uplink, costs 1 telecrystal. Used for: Knowing when the AI is watching you. Checking camera coverage and possible multicams. Strategy: Keep this in a pocket or an open toolbelt and watch it when you intend to do something suspicious, to ensure the AI isn't looking.
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Description
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A functional multitool that turns red when it detects an artificial intelligence watching it or its holder. While the AI is watching or tracking you, the green center light will appear as red. If it is close but not seeing you yet, it'll be yellow. Knowing when an artificial intelligence is watching you is useful for knowing when to maintain cover, such as before murdering someone or breaking in somewhere. Recently, this item has gained the ability to show an overlay that lets you see camera coverage and the real-time location of AI camera eyes.
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Hacked AI Upload Module
Hacked AI Law Upload Module
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Found in: Ordered via syndicate uplink, costs 9 telecrystals. Used for: Changing the AI's laws to what you want. Strategy: Break into AI Upload to upload, or steal the AI Upload circuit from Tech Storage. The more competent the AI is, the more useful this will be.
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Description
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This is a more powerful version of the Freeform AI Module. It allows you to upload Hacked laws onto the AI from any AI Upload Console. Unlike Freeform, the name of the person who uploaded it is not revealed to the AI. The hacked Laws act like Ion Storm Laws and will precede the numbered laws in priority, automatically overriding all other laws should they conflict. Make sure you pay attention to the wording of your new Law as most AIs would love to use any loophole they can find to kill you.
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Power Sink
Power Sink
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Found in: Ordered via syndicate uplink, costs 10 telecrystals. Used for: Sucks up all the station power, causing a black-out. Strategy: This will suck up all the station's power very quickly. Use it on the main station's power grid to suck it. Don't place it on solars, as it will only suck out the solar's power.
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Description
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This bad boy is a station engineers and AI's worst enemy. When bought, this thing is useless, but when the power sink comes in contact with exposed wires out in space or on the station it starts to drain the power at a RAPID rate. You must screw it into place on a wire with a screwdriver, then turn it on. But as easy as it was set down, any one can pick it right back up! Make sure to put it somewhere secure, but also make sure that it is attached to the main station power. Once it has drained enough power, it explodes violently!
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Power Beacon
"Ominous Beacon"
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Found in: Ordered via syndicate uplink, costs 10 telecrystals. Used for: Attracting a loose singularity/tesla towards the beacon at a brisk leisurly pace. Barely seen anymore since the introduction of the Supermatter engine. Strategy: Set it up in a secluded location, then release the singularity. Excellent for forcing a shuttle call and succeeding in escape alone objectives.
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Description
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Placed like a powersink, screwdriver to secure it on an exposed wire node (at least 15,000 watts) and use an open hand to turn it on; the singularity beacon will attract the singularity/tesla towards it, if it is loose.
Note that for it to be useful at all the singularity/tesla does need to be released, as the beacon will not release it by itself. A singularity beacon can not be picked up after it is spawned, and must be dragged around. It also blocks movement over it, so be sure to spawn it where you want to set the beacon up.
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Briefcase Launchpad
Briefcase Launchpad
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Found in: Ordered via syndicate uplink, costs 5 telecrystals. Used for: Breaking into secure areas, theft, kidnapping, teleporting bombs. Strategy: Set it up near a wall to a secure area, teleport over it, teleport back.
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Description
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A briefcase containing a miniature launchpad, able to teleport objects and mobs up to 8 tiles away and back in any direction. It's controlled via a remote disguised as a folder, allowing the user to use it in reverse when escaping.
To link the briefcase with the remote, simply hit it with the remote. To set it up, use the briefcase in hand. To pick it up once you're done, click and drag the briefcase and drop it to your character's sprite.
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Radioactive Microlaser
'Health Analyzer'
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Found in: Ordered via syndicate uplink, costs 3 telecrystals. Used for: Stealthily irradiating people. Strategy: Use it on someone, wait for the radiations to kick in and knock them out.
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Description
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A radioactive microlaser disguised as a standard Nanotrasen health analyzer. When used, it emits a powerful burst of radiation, which, after a short delay, can incapacitate all but the most protected of humanoids. It has two settings: intensity, which controls the power of the radiation, and wavelength, which controls how long the radiation delay is.
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Signal Jammer
Signal Jammer
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Found in: Ordered via syndicate uplink, costs 5 telecrystals. Used for: Disrupting any nearby outgoing radio communication. Strategy: Activate it before killing someone so they can't scream over radio.
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Description
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This device will block any nearby outgoing Radio devices, Suit sensor transmitters, Remote door devices, AI / Borg remote interactions, Camera signals, Airlocks commanded by wireless NTnet signals, Pinpointers (Target must be jammed only), Robot transmissions, AI Shells. Activate it and put it in your backpack as it can't fit on a pocket.
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Codespeak Manual
Codespeak Manual
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Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Learning Codespeak, the language of the Syndicate. Now has unlimited uses. Strategy: Read it or hit fellow Syndicate agents with it. Useful in case crew gains access to the Syndicate comms channel.
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Description
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Syndicate agents can be trained to use a series of codewords to convey complex information, which sounds like random concepts and drinks to anyone listening. This manual teaches you, or anyone hit by it Codespeak. Unlimited uses. Use ,t before saying something to speak in Codespeak.
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F.R.A.M.E. PDA Cartridge
F.R.A.M.E Cartridge
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Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: Making someone elses PDA a fake Syndicate Uplink. Strategy: Use it to frame someone as a traitor or to send them Telecrystals.
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Description
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It has five charges, and upon using a charge, it will unlock the target's PDA to a Syndicate Uplink with zero TC. You will also receive the code needed to unlock the PDA. You may also apply TC directly to the cartridge, and the next time it is used, it will not only unlock the PDA, but also give the crystals to the target PDA.
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Protocol CRAB-17 Phone
Protocol CRAB-17 Phone (The suspicious phone)
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Found in: Ordered via syndicate uplink, costs 8 telecrystals. Only 1 in stock. Used for: Draining crew funds. Strategy: Use it to force the crew to convert their money into cash or rush a spacecoin market.
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Description
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This device lets you launch another device that drains the funds of all crewmembers to your bank account. When used, the phone will start draining the crew's funds and spawn a moving spacecoin market in a random location, that each crewmember have to use for a few seconds to stop the draining.
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Experimental Syndicate Teleporter
Experimental Syndicate Teleporter
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Found in: Ordered via syndicate uplink, costs 8 telecrystals. Used for: Teleporting into rooms you don't have access to. Strategy: Use it to get around quickly and escape dangerous situations.
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Description
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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. If this emergency teleport fails to find an open tile to move the operator, you will teleport into the wall and die. 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 15 seconds.
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Mindslave Lasso
Bluespace Lasso
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Found in: Ordered via syndicate uplink, costs 3 telecrystals. Used for: Taming lower creatures and commanding them. Strategy: Use it to build a strong force of simple minded soldiers. Tamed mobs creatures be ridden.
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Description
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An experimental piece of bluespace technology. This can be used to tie-up an animal, once this has been done the animal can be untied, doing this will tame it.
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Implants
Adrenal Implant
Adrenal Implant
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Found in: Ordered via syndicate uplink, costs 8 telecrystals. Used for: Removing stuns, healing. Strategy: Surprise arresting officers by popping right back up after being tased. Proceed to murder shocked arresting officers.
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Description
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20+ players only An implant injected into the body, and later activated with an emote to inject a chemical cocktail with a mild healing effect and a removal of all stuns. Using it after being stunned will immediately bring you back to your feet. Has 3 uses.
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Freedom Implant
Freedom Implant
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Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: Escaping an arrest. Strategy: Instantly uncuffing yourself so you can make your escape/kill the arresting officer.
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Description
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If you inject yourself with the implanter inside, you can instantly get out of Handcuffs 4 times. This can be quite useful for a traitor, but it's nigh useless for the syndicate during nuke operations because most people just kill them on sight. Be wary that if security figure out you can break out of handcuffs, they'll typically opt to execute you instead of arresting you.
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Storage Implant
Storage Implant
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Found in: Ordered via syndicate uplink, costs 7 telecrystals. Used for: Storing suspicious items. Strategy: Use it to keep contraband, so it can't be discovered by a random search.
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Description
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If you inject yourself with the implanter inside, you'll gain an action button that reveals a two item storage space, that can't be detected without Surgery.
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Radio Implant
Internal Syndicate Radio Implant
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Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: Covert communication. Strategy: Chat with fellow syndicate members even after having your headset removed.
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Description
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This implants you with a hidden radio that can access the common and syndicate channels. Similar to a station-bounced radio, you can disable it to avoid suspicion. EMP-proof, but can't be modified with encryption keys.
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Stealth Implant
Stealth Implant
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Found in: Ordered via syndicate uplink, costs 7 telecrystals. Used for: Cardboard powered stealth action. Strategy: Sneak around the station inside an invisible cardboard box.
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Description
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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.
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Uplink Implant
Uplink Implant
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Found in: Ordered via syndicate uplink, costs 3 telecrystals. Used for: Spawning syndicate items without using your hands or PDA. Strategy: Useful if you want to try completing your objective without any syndicate items. Use it in the case you get Permabrigged.
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Description
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An implant injected into the body, and later activated at the user's will. Has no telecrystals and must be charged by the use of physical telecrystals. Undetectable (except via surgery), and excellent for escaping confinement.
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Role Restricted
Reverse Revolver
Reverse Revolver
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Found in: Ordered via syndicate uplink, costs 13 telecrystals. Only available to the Clown. Used for: Shooting people or tricking them into killing themselves. Strategy: shoot at people with it, have people shoot at you with it!
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Description
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This revolver with a special pin can only be shot straight by clumsy people. Everyone else who tries to fire it will instead shoot themselves in the face. People can prove hard to convince it's the real deal, especially metagamers that see a clown with a gun and know what's up. Advanced pranking would involve other traitors' revolvers.
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Tae-clown-do shoes
Tae-clown-do shoes
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Found in: Ordered via syndicate uplink, costs 12 telecrystals. Only available to the Clown. Used for: Infinite Pies, Huge air horn pranks and stuffing people into pies. Strategy: Pie your fellows, Honk them into oblivion and put them in your special pie. HONK!.
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Description
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A pair of shoes for the most elite agents of the honkmotherland. They grant the mastery of taeclowndo with some honk-fu moves as long as they're worn.
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Clown Bomb
Clown Bomb
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Found in: Ordered via syndicate uplink, costs 10 telecrystals. Only available to the Clown. Used for: Mass pranking. Strategy: Place this in a department that REALLY needs to cheer up.
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Description
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You know what's the only thing worse than a bomb?
A bomb that releases fifty clowns. It even honks instead of beeping.
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Reverse Bear Trap
Reverse Bear Trap
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Found in: Ordered via syndicate uplink, costs 4 telecrystals. Only available to the Clown. Used for: Executing someone in a very spectacular, gruesome fashion. Strategy: Attack someone with it and keep them still for 3 seconds.
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Description
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An ingenious execution device worn on (or forced onto) the head. Arming it starts a 1-minute kitchen timer mounted on the bear trap. When it goes off, the trap's jaws will violently open, instantly killing anyone wearing it by tearing their jaws in half.
To arm, attack someone with it while they're not wearing headgear, and you will force it onto their head after three seconds uninterrupted.
The victim can attempt to disarm it. Each disarm attempt makes them a little more likely to succeed.
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Australicus Slime Mutator
Description
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Requires knowledge in xenobiology to use properly. Buying this gives you a syringe containing 1u Spider Extract. When this substance is injected into an unused gold slime extract it spawns three non-hostile and non-sentient broodmother spiders. These won't cause any havoc unless you manage to make them sentient, which can be done with a sentience potion made from light pink extracts (not included).
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Clown Car
Clown Car
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Found in: Ordered via syndicate uplink, costs 20 telecrystals. Only available to the Clown. Used for: High-octane multi-seat pranking action. Strategy: Run people over, stuff them in your trunk. Henk!
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Description
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The clown car lets you run people over and stuff them inside your trunk. They're unable to escape unless you crash into a wall, which will fling you and any passengers outside!
Comes with a horn, a button to release all passengers and a lube-defense mechanism(tm) which has a 1/3 chance to drop some lube if someone decides to shoot at your sweet ride.
Only clowns can drive this.
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EZ clean bundle
EZ clean bundle
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Found in: Ordered via syndicate uplink, costs 6 telecrystals. Only available to the Janitor. Used for: Cleaning every "stain" with maximum prejudice. Strategy: It still cleans and looks like a normal cleaning grenade, so you have a bit of headstart when throwing it in the middle of a crowded, dirty hallway. They will notice very soon though.
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Description
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This bundle of 3 illegal cleaning grenades from Waffle Co. have a generous serving of trademark reagent "ez clean", guaranteed to strip away any organic stain. Highly effective in littered, dirty, crowded hallways.
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His Grace
His Grace
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Found in: Ordered via syndicate uplink, costs 20 telecrystals. Only available to the Chaplain. Used for: Caedite eos. Novit enim Dominus qui sunt eius. Strategy: The counter resets with each body consumed, and with it the benefits. Try to build corpse stockpiles to minimize the risks of maximum buffs. The hunger also grows faster with each body consumed. Only corpses with souls count towards Ascension.
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Description
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His Grace is a powerful entity that can grant enormous powers in exchange for sacrifices. Spawned dormant use it inhand to activate it. Once activated and soulbound to the player, the hunger starts. As His Grace grows hungrier, it grants its wielder various buffs. It starts peckish, giving just a moderate damage buff. Then he hungers, giving some damage and healing when held, and will devour any that come near him if he is resting on the ground. More hunger leads to him being famished, at which point the damage and healing start to become considerable, but he will not let go of your hand anymore at this point. GET-FOOD. STARVING: NOW YOU DID IT. You are basically a hulk with a ridiculous healing buff; I hope you read this guide in advance, because you have about ten seconds to live befor-
DEATH: you are dead. The hunger was too much, so His Grace has worked his way up your arm and popped your head in his jaws like a ripe grape. At this point the counter resets, his grace rests on the ground one last time and if no assistants gets too close, becomes dormant again from the hunger. Bodies can be retrieved from his jaws, and changelings can revive and crawl out.
ASCENSION: If His Grace eats 25 people, it will turn a golden color, gain extra force and will never go back to sleep. It will always stay at its current hunger level.
Note: only a person with a murderbone objective can purchase this.
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Cult construction kit
Cult construction kit
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Found in: Ordered via syndicate uplink, costs 20 telecrystals. Only available to the Chaplain. Used for: Creating an army of servant constructs. 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.
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Description
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Recovered from an abandoned Nar'sie cult lair two construct shells and a stash of empty soulstones was found. 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. The construct shells have been packaged into two beacons for rapid and portable deployment.
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Haunted Magic Eightball
Haunted Magic Eightball
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Found in: Ordered via syndicate uplink, costs 2 telecrystals. Only available to the Curator. Used for: Communicating with Ghosts. Strategy: Help your decision making by asking ghost players "yes or no" questions.
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Description
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Just like the toy version, this eightball has a pool of twenty answers. The toy version just picks them randomly, while this haunted version polls all the ghosts and then picks the most popular answer selected by them. To use, it must be shaken for 15 seconds after you've spoken your question aloud, and then has a 3 minute cooldown between uses. Haunted and toy eightballs are indistinguishable except in the quality of their answers. Ghosts are fickle things and it's uncertain wether they will help you or not. Has a limited stock of 1 item.
The twenty possible answers are the following: "It is certain", "It is decidedly so", "Without a doubt", "Yes definitely", "You may rely on it", "As I see it, yes", "Most likely", "Outlook good", "Yes", "Signs point to yes", "Reply hazy try again", "Ask again later", "Better not tell you now", "Cannot predict now", "Concentrate and ask again", "Don't count on it", "My reply is no", "My sources say no", "Outlook not so good" and "Very doubtful".
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Wicker Doll
Wicker Doll
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Found in: Ordered via syndicate uplink, costs 12 telecrystals. Only available to the Curator and Stage Magician. Used for: Practicing voodoo magic. Strategy: See through your target's eyes, make them confess to crimes or even attack other people nearby.
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Description
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To link it to someone, grab a small item they have touched and insert it into the doll; using the doll will allow you to choose a target based on the fingerprints on the inserted item. has the following effects:
- When using a hot item on it (I.E. welder/match/lighter) it will heat the target.
- When using a sharp item on it it will cause severe pain to the target, stunning it.
- When using a bike horn on it it will HONK him, also dealing ear damage.
- Setting the doll on fire will also set the target on fire.
- When using the doll while targeting the head, it will make the target dizzy.
- When using the doll while targeting an arm, the target will use that hand, or any item on it, on a random nearby mob.
- When using the doll while targeting a leg, it will move the target randomly by a step.
- When using the doll while targeting the eyes, it will allow the user to see through the target's eyes for ten seconds.
- When using the doll while targeting the mouth, it will force the target to speak a user-inputted sentence. Radio prefixes such as ; can be used.
After being used, the doll has a chance of revealing its general direction or, more rarely, the room it's in, to the target. If it's set on fire, it has a 100% chance of revealing the room.
To remove the linking item from a doll, use it while you're targeting the chest.
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Prison Cube
Prison Cube Prison Cube
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Found in: Ordered via syndicate uplink, costs 6 telecrystals. Only available to the Curator. Used for: Putting someone at the mercy of their coworkers' competence. Strategy: Create a massive obstacle out of your target and keep the crew distracted for the next twenty minutes.
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Description
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The prison cube may only be used on targets which are unconscious, handcuffed or completely dead, but will trap them inside of a 3x3 sliding tile puzzle until someone manages to solve it. The puzzle my be utilized as a semi-permanent barricade in small spaces, but is mostly used as an expensive and imperfect method of removing players from the round. Earns you bonus style points and all that.
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Ancient Jumpsuit
Ancient Jumpsuit
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Found in: Ordered via syndicate uplink, costs 20 telecrystals. Only available to Assistants. Used for: Show you are a seasoned greytider. Strategy: Waste all of your credits to show how superior you are.
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Description
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An old smelly grey jumpsuit, this item provides no benefit or disadvantage other than bragging rights.
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Ancient Toolbox
Ancient Toolbox
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Found in: Ordered via syndicate uplink, costs 2 telecrystals. Only available to Assistants. Used for: Bashing heads in and everything tool-related. Strategy: Bash people, bash windows, hacking doors, increase its damage with telecrystals.
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Contents
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Description
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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.
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Modified Syringe Gun
Modified Syringe Gun
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Found in: Ordered via syndicate uplink, costs 14 telecrystals. Only available to the Geneticist and the Chief Medical Officer. Used for: Instantly injecting someone with DNA from a distance. Strategy: Shoot someone with a mutator with a bad disability.
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Description
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A syringe gun that fires DNA injectors instead of normal syringes.
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Banana Cream Pie Cannon
Banana Cream Pie Cannon
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Found in: Ordered via syndicate uplink, costs 10 telecrystals. Only available to the Clown. Used for: Shooting pies into people's faces. Strategy: Shoot people in the face with it and then finish them off by other means.
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Description
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A special pie cannon for a special clown. This gadget can hold up to 20 pies and automatically fabricates one every two seconds.
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Magillitis Serum Autoinjector
experimental autoinjector
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Found in: Ordered via syndicate uplink, costs 15 telecrystals. Only available to the Geneticist and the Chief Medical Officer. Used for: Going apeshit. Strategy: Use this on yourself and start smashing things.
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Description
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Contains a chemical that turns you into a fast, tough gorilla after a short while.
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Box of Gorilla Cubes
Box of Gorilla Cubes
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Found in: Ordered via syndicate uplink, costs 6 telecrystals. Only available to the Geneticist and the Chief Medical Officer. Used for: Spreading mayhem, raising a sentient gorilla army. Strategy: These are similar to monkey cubes, but will release angry gorillas when rehydrated. Especially fun when combined with sentience potions!
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Description
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A box with three Waffle Co. brand gorilla cubes. Expose them to water and watch the mayhem from a safe distance.
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Kinetic Accelerator Pressure Mod
Kinetic Accelerator Pressure Mod
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Found in: Ordered via syndicate uplink, costs 5 telecrystals. Only available to the Shaft Miner. Only 2 in stock. Used for: Making your Kinetic Accelerator a weapon for use on the station. Strategy: Use this to make your Kinetic Accelerator a powerful weapon in pressurized environments like on the station.
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Description
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A modification kit which allows Kinetic Accelerators to do greatly increased damage while indoors. Occupies 35% mod capacity. Use 2 for full damage.
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Guide to Advanced Mimery Series
Guide to Advanced Mimery Series Part 1 & 2
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Found in: Ordered via syndicate uplink, costs 11 telecrystals. Only available to the Mime. Used for: Shooting bullets out of your fingers. Making invisible 3x1 walls. Strategy: Killing someone with your fingers or putting up a wall to escape your pursuers.
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Contents
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Description
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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.
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Baguette blade bundle
Baguette blade bundle
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Found in: Ordered via syndicate uplink, costs 12 telecrystals. Only available to the Mime. Used for: Cutting people up stealthily. Strategy: Wear it on your belt slot and keep the invisible blade in unless you are planning to stab people. Unsheating the blade makes the same noise as the captains sabre.
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Description
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A very stealthy and robust blade located inside an even stealthier baguette-shaped sheath.
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Explosive Hot Potato
Explosive Hot Potato
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Found in: Ordered via syndicate uplink, costs 3 telecrystals. Only available to Cooks, Botanists, the Clown and the Mime. Used for: Causing mass panic and small explosions. Strategy: Activate and hit someone to transfer it to them, and watch the madness!
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Description
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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.
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Energy chainsaw
Energy chainsaw
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Found in: Ordered via syndicate uplink, costs 10 telecrystals. Only available to Cooks, Botanists and Bartenders. Used for: RIP AND TEAR. Strategy: Activate and Use to communicate your desire for bloodshed. Remember to reactivate on pickup.
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Description
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An incredibly deadly modified chainsaw with plasma-based energy blades instead of metal and a slick black-and-red finish. While it rips apart matter with extreme efficiency, it is heavy, large, and monstrously loud.
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Brainwashing Surgery Program
Brainwashing Surgery Program
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Found in: Ordered via syndicate uplink, costs 5 telecrystals. Used for: Turning people into mindslaves through surgery. Strategy: Brainwash people, preferably authority figures, to fulfill your will.
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Description
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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.
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Reagent Dartgun
Reagent Dartgun
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Found in: Ordered via syndicate uplink, costs 12 telecrystals. Only available to the Chemist and the Chief Medical Officer. Used for: Shooting chemicals without reloading syringes. Strategy: Use it as you would a normal syringe gun; the only difference is that it holds up to 4 syringes that it produces automatically.
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Description
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This special dartgun produces 4 syringes every 25 seconds and draws from an internal 100u chemical tank.
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Blast Cannon
Blast Cannon
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Found in: Ordered via syndicate uplink, costs 14 telecrystals. Only available to Scientists and the Research Director. Used for: Firing your own immovable rod, sniping AIs from across Z-levels. Strategy: Load it with a TTV bomb and delete everything in a straight line.
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Description
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This unassuming piece of hardware can load TTVs and will launch a projectile in a straight line, until it gets stopped by a wall. Wall penetration power is determined by the bomb's theoretical explosion size. Projectiles fly across Z-levels, which is very fun with looping Z-levels, or even just for sniping AIs across space.
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Concealed Weapon Bay
Concealed Weapon Bay
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Found in: Ordered via syndicate uplink, costs 3 telecrystals. Only available to Roboticists and the Research Director. Used for: Hiding a weapon in a non-combat Exosuit Strategy: Use on a finished Exosuit. Then do the same with a mech-weapon of choice.
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Description
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The concealed weapon bay is an item that attaches to non-combat mechs such as Ripleys or Odysseuses and allows them to equip one mech weapon. A mech can only have one attached. Examining the mech will not reveal the attached weapon (although the raising message still shows).
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Syndicate Man Machine Interface
Syndicate Man Machine Interface
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Found in: Ordered via syndicate uplink, costs 2 telecrystals. Only available to Roboticists and the Research Director. Used for: Borging. Strategy: Use it to gain an emagged borg without emag.
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Description
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the MMI will automatically Emag any cyborg it's inserted in.
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Race Restricted
Ethereal Dance Grenade
Ethereal Dance Grenade Ethereal Dance Grenade
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Found in: Ordered via syndicate uplink, costs 4 telecrystals. Only available to Ethereals. Used for: Sudden Dancing. Strategy: No Benefit whatsoever except to flex on people.
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Description
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A grenade stuffed with the bodies of multiple Ethereals in order to cause sudden dancing when activated.
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Plasmaman Chameleon Kit
Plasmaman Chameleon Kit
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Found in: Ordered via syndicate uplink, costs 2 telecrystals. Only available to Plasmamen. Used for: Disquising Strategy: Chameleon variant plasmaman clothes without any inherent plasmaman clothing protections.
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Description
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use to "blend in" if you can.
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Old Tribal Scroll
Old Tribal Scroll
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Found in: Ordered via syndicate uplink, costs 14 telecrystals. Only available to lizardmen. Used for: Fighting people with your claws. Strategy: This scroll will teach you art of Tribal Claw, makings your hits stronger and letting you do cool combos.
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Description
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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.
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Extra-Bright Lantern
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Found in: Ordered via syndicate uplink, costs 2 telecrystals. Only available to Moths. Used for: LÄMP Strategy: Use it to gain light.
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Description
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We heard that moths such as yourself really like lamps, so we decided to grant you early access to a prototype.
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(Pointless) Badassery
Broken Chameleon Kit
Broken Chameleon Kit
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Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Complimenting your Syndicate balloon. Strategy: Put this on and demonstrate your robustness.
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Description
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A full chameleon kit, gun aside, that acts as if EMP'd. You will stick out like a sore thumb and be unable to wear "real" armor. The kit has a broken chameleon agent card - but with no syndicate access, and no feature to copy access from any card, so it only changes its appearance and job hud.
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Syndicate Playing Cards
Syndicate Playing Cards
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Found in: Ordered via syndicate uplink, costs 1 telecrystal. Can also be found in Contraband crates from cargo, hidden smugglers satchels on the station and Maintenance. Used for: Playing cards, cheap throwing stars. Strategy: Use these as a shitty throwing weapon, when you're bored and playing cards is the only option left, or as a signature for your murders.
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Description
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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.
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Syndicate Beer
Syndicate Beer
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Found in: Ordered via syndicate uplink. Costs 4 telecrystals. Used for: Purging toxins. Strategy: Drink them to get plastered and drain other toxins.
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Description
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Syndicate brand 'beer' designed to flush toxins out of your system. Warning: Do not consume more than one!
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Syndicate Briefcase Full of Cash
Syndicate Briefcase Full of Cash
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Found in: Ordered via syndicate uplink, costs 1 telecrystal. Used for: Trading. Roleplay. Strategy: Use the cash to buy your objective, or export it with cargo to order crates.
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Description
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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.
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Syndicate Smokes
Syndicate Smokes
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Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Cool-looking regeneration. Strategy: Smoke them to inhale omnizine and heal over time.
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Description
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Strong flavor, dense smoke. Each cigarette is infused with 10u nicotine and 15u omnizine. Smoking one of these cigarettes takes about 2 minutes.
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Syndicate Balloon
"Syndicate Balloon"
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Found in: Ordered via syndicate uplink, costs 20 telecrystals. Used for: Showing off. Strategy: Buy this if you feel you can do your objectives without the use of syndicate items.
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Description
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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.
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Box of DonkCo. Toys
Box of DonkCo. Toys
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Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Prank, honk! Strategy: Distracts securities... or present them your funny toys.
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Description
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A special package box for children who want to have awesome gifts from their parents, full of DonkCo. toys. Toys inside of the box are totally safe and not harmful, approved by Nanotrasen safety assurance even, that can be said as non-contraband stuff literally. This package will be special when you're going to present funny toys to your beloved child. Don't ask why the box is red. Contents:
- 1x Fake emag
- 1x Fake e-sword
- 1x Fake duel e-sword
- 1x fake cult sword
- 1x pair of fake syndicate suit
- 1x fake hot potato
- 1x fake batong
- 1x fake clockwork watch
- 2x fake clockwork corgs
- 1x obvious fake nuclear disk
- 1x red button
- 1x formblade
- 1x fake gun
- 4x fake pierced reality
- 1x fake singularity
- 1x fake eldritch book
- 1x fake gigas codex
- 1x fake His Grace (green toolbox)
- 1x fake handcuffs
- 1x fake talking AI
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Syndicate Incursion Team
Items only available to syndicate incursion members.
Bundles
Stolen Shuttle Creation Kit
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Found in: Incursion Uplink, costs 15 telecrystals. Used for: Building a shuttle Strategy: Build a shuttle for your team, warp to security, raid the armory 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.
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Description
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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.
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Medical Bundle
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Found in: Incursion Uplink, costs 12 telecrystals. Used for: Healing your team 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.
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Description
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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.
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Hardsuit Bundle
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Found in: Incursion Uplink, costs 18 telecrystals. Used for: Going into space and looking cool. 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.
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Description
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A create containing 4 syndicate hardsuits, 4 syndicate gasmasks and 4 oxygen tanks.
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Nuclear Strike Team
Items only available to syndicate operatives during Nuke.
Bundles and Telecrystals
Nuclear operatives can purchase bundles, which cost a bit less than the sum of their parts.
Bioterror bundle
Bioterror bundle
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Found in: Ordered via syndicate uplink, costs 30 telecrystals, saving 14. Used for: Getting all you need to commit several war crimes. Strategy: Start a biological disaster, and spread chaos among the crew.
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Bulldog bundle
Bulldog bundle
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Found in: Ordered via syndicate uplink, costs 13 telecrystals, saving 2. Used for: Getting a well rounded shotgun kit. Strategy: Shoot people with it.
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C-20r bundle
C-20r bundle
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Found in: Ordered via syndicate uplink, costs 14 telecrystals, saving 4. Used for: Getting a classic and reliable gun. Strategy: Shoot people with it.
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Cybernetic Implant Bundle
Cybernetic Implant Bundle
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Found in: Ordered via syndicate uplink, costs 40 telecrystals. Used for: Implanting your team. Strategy: Implant it in your team.
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Description
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Contains 6 random cybernetic implants. Guaranteed to at least pay for its cost.
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Medical bundle
Medical bundle
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Found in: Ordered via syndicate uplink, costs 15 telecrystals, saving 5. Used for: Getting a rounded medical kit. Strategy: Become a combat medic to keep your team up and running.
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Description
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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:
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.
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Sniper bundle
Sniper bundle
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Found in: Ordered via syndicate uplink, costs 20 telecrystals, saving 6. Used for: Getting all you need to start sniping. Strategy: Become a long-range sniper.
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Description
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Elegant and refined: Contains a collapsed sniper rifle in an expensive carrying case, 2 soporific magazine, a free surplus supressor, a pen(the regular kind), a folder, and a worn out suit and tie.
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Spetsnaz Pyro bundle
Spetsnaz Pyro bundle
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Found in: Ordered via syndicate uplink, costs 30 telecrystals, saving 12. Used for: Getting all you need to watch the worldstation burn. Strategy: Start fires everywhere. Make sure the other operatives are wearing fireproof suits as well.
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Conspicuous and Dangerous Weapons
Bulldog Shotgun
Bulldog Shotgun
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Found in: Ordered via syndicate uplink, costs 8 telecrystals. Used for: Killing/Stunning people. Strategy: A robust shotgun. Holds a wide selection of ammo types.
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Description
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The Bulldog is a semi-automatic drum fed shotgun that can hold up to 8 shells. This can make a excellent fallback weapon or a robust primary weapon by itself. While its suffers from the drawbacks of shotguns (less damage at range) it can nonetheless make a reliable and cheap alternative to other more expensive weapons. A Bulldog with stun shells and a Stechkin can make for a cheap alternative C20r SMG when strapped for telecrystals. Initially loaded with a stun shells drum, it must be loaded with other kinds of ammo to do damage. Starts with a syndicate firing pin, which prevents enemies from using it.
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[Show/hide] Bulldog Ammo
Ammo-12g Stun Slug
Stun Slug Drum Magazine
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Found in: Ordered via syndicate uplink, costs 2 telecrystal, only available to Nuclear Agents. Free Magazine in starting Bulldog. Used for: Loading the Bulldog. Strategy: Lock and load.
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Description
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A 8 round drum magazine for use in the Bulldog Shotgun. Functions akin to a stun round from a energy gun or C20r, has unlimited range, deals 5 brute damage and stuns for the standard 10 second limit. A reliable way to stun a target, but not effective in killing them. When used in conjunction with a more lethal weapons, such as the Energy Sword or Stechkin pistol, it can be extremely lethal.
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Ammo-12g Buckshot
Buckshot Drum Magazine
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Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Loading the Bulldog. Strategy: Lock and load.
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Description
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A 8 round drum magazine for use in the Bulldog Shotgun. Essentially functions as any normal shotgun, deals great damage in close range combat, dealing 75 brute damage if all pellets hit, but at mid to long range deals very variable if not very little damage. Akin to most shotguns a buckshot magazine is unreliable in ranged combat, however this ammo type excels in close range encounters such as maintenance or when holding a corner.
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Ammo-12g Slugs
Slug Drum Magazine
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Found in: Ordered via syndicate uplink, costs 3 telecrystals. Used for: Loading the Bulldog. Strategy: Lock and load.
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Description
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A 8 round drum magazine for use in the Bulldog Shotgun. Shoots one single 60-damage projectile. Deals less damage in close quarters, but it's better when fighting at longer distances. Also reduces the chance of hitting felow operatives.
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Ammo-12g Dragon's Breath
Dragon's Breath Drum Magazine
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Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Loading the Bulldog. Strategy: Lock and load.
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Description
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A 8 round drum magazine for use in the Bulldog Shotgun. Dragon's Breath shells trade immediate damage, dealing only 20 brute damage if all pellets hit a target, for long term damage in setting anyone caught in its blast on fire. A shot from a Dragon's Breath magazine leaves a long trail of fire that quickly dissipates, but can be effective in setting many crew members on fire. Don't shoot your own teammates in the back.
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Ammo-12g Breaching
Breaching Drum Magazine
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Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Loading the Bulldog. Strategy: Lock and load.
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Description
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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.
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Ammo-12g Bundle
Drum Magazine Bundle
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Found in: Ordered via syndicate uplink, costs 12 telecrystals, saving 7. Used for: Loading Bulldogs. Strategy: Lock and load.
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Description
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Contains several drums to reload Bulldog shotguns. Contains 6 stun drums, a buckshot drum, a slug drum and a dragon's breath drum.
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C-20r Submachine Gun
C-20r Submachine Gun
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Found in: Ordered via syndicate uplink, costs 10 telecrystals. Used for: Killing people. Strategy: The signature weapon of Nuke Ops, it deals reliable damage and fires in two-round bursts.
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Description
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Deals 30 brute damage per round, with 24-round magazines. A reliable and robust weapon. Can also be fitted with a Silencer. Starts with a syndicate firing pin, which prevents enemies from using it.
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[Show/hide] C-20r Ammo
.45 Ammo
.45 Ammo
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Found in: Ordered via syndicate uplink, costs 3 telecrystals. Used for: Loading a C-20r SMG. Strategy: Lock and load.
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.45 Ammo Bundle
.45 Ammo Bundle
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Found in: Ordered via syndicate uplink, costs 20 telecrystals. Used for: Loading several C-20r SMGs. Strategy: Lock and load.
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Description
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Contains 9 C-20r SMG magazines, for a total of 216 shots.
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L6 Squad Automatic Weapon
L6 SAW
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Found in: Ordered via syndicate uplink, costs 18 telecrystals. Used for: Mowing people down. Strategy: An expensive investment, designed for consistent and powerful fire support for assault teams. Pairs well with a suit with extra armor.
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Description
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Holds the most ammo of any gun available: 50 1.95x129mm rounds dealing 45 brute damage each. Three good shots on someone and they're down. Shoots in three-round bursts and needs two free hands to use - if the other hand is holding something, the SAW will fall off your hands when shooting. Starts with a syndicate firing pin, which prevents enemies from using it.
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[Show/hide] SAW Ammo
1.95x129mm Box Magazine
Ammo-5.56x45mm
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Found in: Ordered via syndicate uplink, costs 6 telecrystals. Used for: Loading the L6 SAW. Strategy: Lock and load.
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Description
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A 50-round magazine of 1.95x129mm ammunition for use in the L6 SAW machinegun. By the time you need to use this, you'll already be on a pile of corpses.
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1.95x129mm (Hollow-Point) Box Magazine
Ammo-5.56x45mm (Hollow-Point) Box Magazine
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Found in: Ordered via syndicate uplink, costs 6 telecrystals. Used for: Loading the L6 SAW. Strategy: Lock and load.
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Description
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A 50-round magazine of 1.95x129mm Hollow-Point ammunition, that deals 60 damage on hit, that is however heavily reduced by armor.
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1.95x129mm (Armor Penetrating) Box Magazine
Ammo-5.56x45mm (Armor Penetrating) Box Magazine
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Found in: Ordered via syndicate uplink, costs 9 telecrystals. Used for: Loading the L6 SAW. Strategy: Lock and load.
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Description
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A 50-round magazine of 1.95x129mm Armor Penetrating ammunition, that deals 40 damage on hit and negates all but the most durable armor.
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1.95x129mm (Incendiary) Box Magazine
Ammo-5.56x45mm (Incendiary) Box Magazine
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Found in: Ordered via syndicate uplink, costs 6 telecrystals. Used for: Loading the L6 SAW. Strategy: Lock and load.
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Description
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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.
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Sniper Rifle
Sniper Rifle
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Found in: Ordered via syndicate uplink, costs 16 telecrystals. Used for: Killing people from far away. Strategy: A long-range sniper rifle, useful for shooting down hallways or from space.
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Description
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The Sniper Rifle is a high-power long range weapon fitted with a scope; activating the scope will move your screen several tiles in front of you, allowing you to see further than normally possible, allowing you to shoot unaware targets. Requires a free hand to use. Initially loaded with 6 .50 sniper rounds, which deal 70 damage, stun, penetrate armor, and have a chance of dismembering limbs. They can also deal significant damage to objects, destroying airlocks and machinery in one or two hits. Starts with a syndicate firing pin, which prevents enemies from using it.
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[Show/hide] Sniper Ammo
.50 Magazine
.50 Magazine
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Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: Loading the Sniper Rifle. Strategy: Lock and load.
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Description
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A 6-round magazine of .50 ammunition for the sniper rifle. Deals 70 damage, stuns, penetrates armor and destroys machinery on hit.
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.50 Soporific Magazine
.50 Soporific Magazine
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Found in: Ordered via syndicate uplink, costs 6 telecrystals. Used for: Loading the Sniper Rifle. Strategy: Lock and load.
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Description
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A 6-round magazine of .50 soporific ammunition for the sniper rifle. Deals no damage and doesn't break machinery, but any human hit by these will fall asleep for about 40 seconds.
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.50 Penetrator Magazine
.50 Penetrator Magazine
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Found in: Ordered via syndicate uplink, costs 5 telecrystals. Used for: Loading the Sniper Rifle. Strategy: Lock and load.
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Description
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A 6-round magazine of .50 penetrating ammunition for the sniper rifle. Deals 60 damage, doesn't stun, dismember or break machinery. But it passes through everything it hits, including walls, making it extremely useful for crowds or very protected targets, like the AI.
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Surplus Rifle
Surplus Rifle
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Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Arming someone cheaply. Strategy: A cheap rifle. Better than nothing, if you've got a pair of spare TC. In actual combat it's worse than the Stechkin pistol, the one all operatives get for free.
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Description
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A Mosin Nagant bolt-action rifle, loaded with 5 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.
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[Show/hide] Surplus Rifle Ammo
Surplus Rifle Clip
Surplus Rifle Clip
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Found in: Ordered via syndicate uplink, costs 1 telecrystal. Used for: Loading the Surplus Rifle. Strategy: Lock and load.
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Description
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A stripper clip used to quickly load bolt action rifles. Contains 5 rounds.
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M-90gl Carbine
M-90gl Carbine
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Found in: Ordered via syndicate uplink, costs 18 telecrystals. Used for: Versatile crowd control. Strategy: Combine it with an energy shield.
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Description
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This carbine has a three-round burst setting as well as an underbarrel grenade launcher. Magazines are hold 30 rounds of bullets that deal 35 damage each, which is more than enough against unarmored targets.
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[Show/hide] M-90gl Carbine Ammo
5.56mm Toploader Magazine
5.56mm Toploader Magazine
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Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: Loading the M-90gl Carbine. Strategy: Lock and load.
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Description
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It's a magazine. Every time you call it a clip, god, kills a kitten.
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40mm HE Grenade
40mm HE Grenade
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Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Loading the M-90gl Carbine. Strategy: Insert into the M-90gl Carbine. Do not throw.
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Description
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These grenades do not fit in regular grenade launchers.
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Flamethrower
Flamethrower
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Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: Setting things on fire. Strategy: A plasma-loaded flamethrower. Make sure you and your team have fireproof suits when using this, or you'll end up burning yourself.
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Description
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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.
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Toy Submachine Gun
Donksoft SMG
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Found in: Ordered via syndicate uplink, costs 5 telecrystals. Used for: Doing stamina damage and knocking people down. Making people react too late. Strategy: Deals no real damage, but the riot darts it's loaded with cause 25 stamina damage, knocking victims down.
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Description
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A toy SMG. Guaranteed to not be taken seriously until it's too late. Loaded with 20 darts. Starts with a syndicate firing pin, which prevents enemies from using it.
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Toy Machine Gun
Donksoft LMG
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Found in: Ordered via syndicate uplink, costs 10 telecrystals. Used for: Doing stamina damage and knocking people down. Making people react too late. Strategy: Deals no real damage, but the riot darts it's loaded with cause 25 stamina damage, knocking victims down.
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Description
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A toy SAW. Guaranteed to not be taken seriously until it's too late. Loaded with 50 darts. Starts with a syndicate firing pin, which prevents enemies from using it.
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Box of Riot Darts
Box of Riot Darts
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Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Loading toy weapons. Strategy: Lock and load.
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Description
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Contains 40 Riot Foam Darts, that deal 25 stamina damage. They can also be reused if collected from the ground.
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84mm Rocket Propelled Grenade Launcher
Rocket Propelled Grenade Launcher
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Found in: Ordered via syndicate uplink, costs 8 telecrystals. Used for: Blowing holes into mechs, walls and people. Strategy: Crew is hiding inside body bags again? Surprise them with an HE rocket. Durand ruining your day? Hit it with a high-yield HEDP rocket.
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Description
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A reusable rocket propelled grenade launcher preloaded with a low-yield 84mm HE round.
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[Show/hide] Rocket Propelled Grenade Launcher Ammo
84mm HE Rocket
84mm HE Rocket
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Found in: Ordered via syndicate uplink, costs 3 telecrystals. Used for: Loading the RPG. Strategy: Land a direct hit to dismember and kill the unfortunate target.
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Description
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A low-yield anti-personnel HE rocket.
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84mm HEDP Rocket
84mm HEDP Rocket
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Found in: Ordered via syndicate uplink, costs 5 telecrystals. Used for: Loading the RPG. Strategy: Really ruin the day of any mech or silicon hit by this. Maim any targets near the impact site.
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Description
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A high-yield HEDP rocket; extremely effective against armored targets (mechs and silicons), as well as surrounding personnel.
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Biohazardous Chemical Sprayer
Biohazardous Chemical Sprayer
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Found in: Ordered via syndicate uplink, costs 20 telecrystals. Used for: Extreme Crowd Control. Strategy: Shoots dangerous poisons.
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Description
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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.
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Grenades and Explosives
Bioterror Foam Grenade
Chemical Foam Grenade
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Found in: Ordered via syndicate uplink, costs 7 telecrystals. Used for: Crowd Control. Strategy: Emits extremely debilitating foam.
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Description
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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.
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Buzzkill Grenade Box
Buzzkill Grenade Box
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Found in: Ordered via syndicate uplink, costs 16 telecrystals. Used for: Covering the station in BEEEEEES. Strategy: Toss one in a crowded area and watch the bees attack anyone who isn't wearing thick clothing.
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Description
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These grenades release ten bees that will indiscriminately attack anyone with random toxins. Keep in mind that bees can't attack people wearing thick clothing - like hardsuits and EVA/fire/bio/EOD suits as well as some costumes.
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Fungal Tuberculosis Grenade
Fungal Tuberculosis Grenade
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Found in: Ordered via syndicate uplink, costs 14 telecrystals. Used for: Biological Warfare. Strategy: Spreads an extremely dangerous and infectious virus.
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Description
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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.
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Grenadier's Belt
Grenadier's Belt
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Found in: Ordered via syndicate uplink, costs 24 telecrystals. Used for: Lobbing several kinds of grenades. Strategy: Contains a grenade for every situation. Avoid blowing yourself up with them.
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Description
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A belt containing a large amount of assorted grenades. TO be specific, it contains:
- 1 Flashbang;
- 4 Smoke Bombs;
- 2 EMP Grenades;
- 10 Frag Grenades: A bit less powerful than minibombs, but with a higher flame range;
- 4 Gluon Grenades: They deal radiation damage when exploding, and freeze the surrounding area afterwards, making it slippery;
- 2 Incendiary Grenades: They spread a wave of plasmafire, burning everything in their path;
- 1 Fluorosulfuric Acid Smoke Grenade: It will spread extremely potent acid in its area of effect, melting armor, objects and people inside;
- 2 Syndicate Minibombs;
- Screwdriver and Multitool to customize grenades. Some different triggers can be found in the Syndicate Infiltrator Ship.
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Syndicate Detonator
Syndicate Detonator "Big red button"
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Found in: Ordered via syndicate uplink. It costs 1 telecrystals. Used for: Detonating all syndicate bombs at once. Strategy: Coordinating bomb blasts to destroy multiple objects simultaneously.
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Description
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The Syndicate Detonator is a companion device to the Syndicate Bomb. Simply press the included button and an encrypted radio frequency will instruct all live syndicate bombs to detonate. Useful for when speed matters or you wish to synchronize multiple bomb blasts. Be sure to stand clear of the blast radius before using the detonator.
Operatives start with a working detonator in their base, buying this is usually redundant.
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Viscerator Delivery Grenade
Viscerator Grenade
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Found in: Ordered via syndicate uplink, costs 6 telecrystals. Used for: Crowd Control. Strategy: Shoot several killdrones that will try to hack off people's limbs.
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Description
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This grenade, when thrown, will disperse 10 manhack viscerators. They will proceed to chase and attack any nearby Non-Syndicate personnel. They deal a surprisingly high amount of damage over time but can be outrun easily. The grenade is fantastic at helping clearing out a crowd of crewmen. However, it can be ineffective against Security personnel and the Captain as their armor and weapons allow them to ignore the viscerators long enough to (try to) gun you down. They are also extremely sharp and can outright sever limbs when attacking.
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Stealthy and Inconspicuous Weapons
CQC Manual
'Old Manual'
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Found in: Ordered via syndicate uplink, costs 12 telecrystals. Used for: Remembering the basics of tactical Close-Quarters Combat. Strategy: Read it and practice combos. Useful when combined with adrenals, noslips and added protection, like an energy shield or a shielded hardsuit or for killing someone when they least expect it.
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Description
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Reading this single-use book will teach you the basics of CQC - a martial art. You learn devastating combos and when throw is active, have a chance to block and counter attacks. This is the same skill as Cooks can use in the kitchen, except anywhere.
Your punches do bonus damage, and your grabs will start as aggressive.
You can combo attacks by switching intents while hitting. Possible Combos:
- Slam: Grab Harm. Slam opponent into the ground (10 brute and 12 sec paralyze). Only works on people standing.
- CQC Kick: Harm Harm. If the opponent was paralyzed they'll be knocked out (30 sec sleep and 15 brain damage up to max 150). Else they'll be knocked away and take 10 brute.
- Restrain: Grab Grab. Locks opponent into a restraining position (10 sec stun, 20 stamina damage). Disarm while restraining and pulling to knock them out with a choke hold (40 sec sleep).
- Pressure: Disarm Grab. Deals 60 stamina damage.
- Consecutive CQC: Disarm Disarm Harm. Mainly damaging move (25 brute and 50 stamina damage).
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Stealth and Camouflage Items
Stealthy No-Slip Chameleon Shoes
Stealthy No-Slip Chameleon Shoes
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Found in: Ordered via syndicate uplink, costs 3 telecrystals Used for: Not slipping. Strategy: The nuke ops version of no-slips.
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Description
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Aside from the name, these work exactly the same as regular noslips.
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Space Suits and Hardsuits
Elite Syndicate Hardsuit
Elite Syndicate Hardsuit
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Found in: Ordered via syndicate uplink, costs 8 telecrystals. Used for: Having better armor and fireproofing. Strategy: Wear it. Most useful if you plan on using a flamethrower or just need more armor.
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Description
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Works like a Syndicate Hardsuit, but it's more armored and completely immune to fire and acid. Useful when using fire-based weapons. Resistances: melee = 60, bullet = 60, laser = 50, energy = 25, bomb = 55, bio = 100, rad = 70, fire = 100, acid = 100.
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Shielded Hardsuit
Shielded Hardsuit (Blood-red Hardsuit)
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Found in: Ordered via syndicate uplink, costs 30 telecrystals. Used for: Having better armor and fireproofing. Strategy: Wear it. Most useful if you plan on taking the brunt of fire. Pairs well with a heavy weapon.
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Description
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Looks like a normal Syndicate Hardsuit, but it has a shield that completely negates attacks until it depletes. Stores up to 3 charges, which regenerate when not being hit for 20 seconds. If the shielding falls, it has the same armor as a normal Syndicate hardsuit, but with full Acid and Fire protection. Resistances: melee = 40, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50, fire = 100, acid = 100.
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Devices and Tools
Blood-Red Magboots
Blood-Red Magboots
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Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Working without gravity. Strategy: Activate them if the gravity generator stops working.
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Description
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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.
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Assault Pod Targeting Device
Assault Pod Targeting Device
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Found in: Ordered via syndicate uplink. It costs 30 telecrystals. Used for: Dropping on the station with style. Strategy: Use this to drop into a central area, giving less time to react to the crew.
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Description
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This device allows you to aim and use the assault pod located to the east of the syndicate base. The doors are id-locked to operatives and it's defended by wall-mounted automatic guns, making it a safe location to retreat to if necessary.
It cannot return to the syndicate station, so at least one operative should send the ship onto the station to be able to come back. Also, don't forget the nuke behind!
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Energy Shield
Energy Shield
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Found in: Ordered via syndicate uplink, costs 16 telecrystals. Used for: Protecting yourself from energy weapons Strategy: This is a very powerful asset, it will deflect all energy based ranged attacks, laser or stun. This makes it significantly harder for station personnel to attack or subdue you at range as only the armory's riot shotguns will be effective in bypassing the energy shield. While expensive, having the people up front wield an energy shield makes for a good breaching strategy.
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Description
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An incredibly useful personal shield projector, capable of reflecting energy projectiles and defending against other attacks.
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Medbeam Gun
Medbeam Gun
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Found in: Ordered via syndicate uplink, costs 14 telecrystals. Used for: Constant and free healing. Strategy: Use it on a target to begin healing it.
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Description
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A very efficient healing tool, that doesn't require the constant attention of the healer, since he can keep it in his offhand while shooting with the other hand. It cannot self-heal, however.
Crossing the streams or trying to heal a target already being healed by another medbeam will cause a huge explosion. Be very wary when using two medbeam guns, or avoid buying two altogether.
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Syndicate Medical Supply Kit
Syndicate Medical Supply Kit
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Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: Healing your fellow operatives. Strategy: Use this to keep your team alive.
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Description
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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).
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Syndicate Sentience Potion
Syndicate Sentience Potion
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Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: Giving intelligence and a radio implant to an animal. Strategy: Use it on an animal to render it intelligent and loyal to you. Keep in touch thanks to the implanted radio.
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Description
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This potion will grant intelligence (i.e. a player controller and speech) to any simple mob it is used on, also enslaving them to your commands. Additionally, the creature will receive a radio implant, as well as an implanted syndicate ID, allowing them to enter and exit the Syndicate Infiltrator.
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Implants
All these items ship with an (auto) implanter; to use it, insert the implant in the implanter and use it inhand.
CNS Rebooter Implant
CNS Rebooter Implant
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Found in: Ordered via syndicate uplink, costs 12 telecrystals. Used for: Reducing stuns. Strategy: Implant it in yourself.
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Description
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This implant will shorten any stun longer than 4 seconds to 4 seconds.
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Microbomb Implant
Microbomb Implant
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Found in: Ordered via syndicate uplink, costs 3 telecrystals. Used for: Exploding on death. Strategy: Use it when dying to prevent your items from being stolen.
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Description
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Nuclear Operatives start with bomb implants already, but if you feel like increasing the strength of the explosion, you can add more explosive implants.
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Macrobomb Implant
Macrobomb Implant
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Found in: Ordered via syndicate uplink, costs 20 telecrystals. Used for: Exploding on death. Strategy: Use it when dying to prevent anyone close to your corpse from being alive.
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Description
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A much more powerful version of the Microbomb Implant, this will cause a delayed but much more powerful explosion on death. Make sure to warn your comrades of this, as you might catch them in the blast if they're unaware.
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Reviver Implant
Reviver Implant
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Found in: Ordered via syndicate uplink, costs 7 telecrystals. Used for: Recovering from crit. Strategy: Implant it in yourself.
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Description
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This implant will heal you once you fall into crit, then goes into cooldown.
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Thermal Vision Implant
Thermal Vision Implant
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Found in: Ordered via syndicate uplink, costs 7 telecrystals. Used for: Seeing living beings through walls. Strategy: Implant it in yourself.
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Description
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Like optical thermal goggles, but leaves your glasses slot free for other glasses.
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X-Ray Vision Implant
X-Ray Vision Implant
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Found in: Ordered via syndicate uplink, costs 9 telecrystals. Used for: Seeing through walls. Strategy: Implant it in yourself.
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Description
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Allows unrestricted vision through walls.
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Support
Mechs, cyborgs and new troops, for when you feel you're understaffed.
Dark Gygax
Dark Gygax
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Found in: Ordered via syndicate uplink, costs 80 telecrystals. Used for: Heavy Fire Support. Strategy: Mow down hallways of people and teleport onto the bridge to give the Captain a big surprise!
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Description
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One of the two assault mechs available to the operatives. At a heavy investment this mech provides a very powerful and versatile assault platform to support the assault into the station. Boasting a decent movement speed, an Ultra AC2 machinegun that shoots in bursts, a grenade launcher that fires flashbangs, a personal teleportation device, and an Energy Relay, this mech proves to be as powerful as anything the operatives can bring to bear. However, it is extremely vulnerable to ion guns, which will seriously damage the mech in a few hits. Consider not bringing your ship's ion gun along for the assault. Aside from the ion gun, the only easy way to bring it down is other EMPs, mass laser fire or a ton of explosives. It also has a leg actuator function, which speeds up the mech and allows it to knock down walls and structures, at the cost of the mech's integrity.
Has thrusters for space-maneuverability.
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Dark Mauler
Dark Mauler
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Found in: Ordered via syndicate uplink, costs 140 telecrystals! Used for: Heavy Assault Platform. Strategy: For when you need to absolutely annihilate anything in your way, accept no substitute.
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Description
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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. Its armor makes it nearly impossible to destroy by all but the most concentrated, coordinated and well armed of counter attacks. Its main weakness is that is is very slow moving, making it easy to outrun. It can, however, walk through walls without any trouble, making most stationary fortifications pointless. Note that this does not, however, automatically make you unstoppable. To effectively use it you should already have some experience with mechs, it should also be noted that whoever is piloting this does not need as much gear as everyone else, so don't waste TC (although it is good to have a backup plan if the mech is destroyed).
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Syndicate Cyborg
Syndicate Cyborg
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Found in: Ordered via syndicate uplink, costs 68 TC for the assault module, 32 for the medical one and 32 for the saboteur module. Used for: Robotic Support. Strategy: Increase team size by adding a borg to the team, an unstunnable killing machine.
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Description
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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.
- The assault module contains:
- A flash
- An energy sword
- A cyborg LMG that prints ammo from energy
- A grenade launcher
- An emag
- A power connector (to charge from certain machines on the go)
- A crowbar
- A fire extinguisher
- A pinpointer
- The medical module contains:
- A flash
- A syndicate hypospray containing nanites
- Medical Gauze
- A defibrillator
- A Medbeam Gun
- A health analyzer
- Surgery tools (The surgical saw can be toggled to be an energy sword)
- An emag
- A power connector (to charge from certain machines on the go)
- A crowbar
- A fire extinguisher
- A pinpointer
- The saboteur module contains:
- A flash
- Thermal Imaging Vision
- A syndicate Rapid Construction Device (RCD)
- A Rapid Piping Device (RPD)
- Zipties
- Improved versions of basic tools
- Metal Synthesizer
- Glass Synthesizer
- Cable Synthesizer
- Iron Rods
- A Destination Tagger. (To go around the station quicker)
- An emag
- A cyborg chameleon projector (To disguise as a normal engineering cyborg)
- A power connector (To charge from certain machines on the go)
- A crowbar
- A fire extinguisher
- A pinpointer
The Syndicate cyborg is occupied by a ghost with the operative preference enabled. If there are no candidates, you can refund the telecrystals by hitting the uplink with the teleporter you get from ordering the cyborg.
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Reinforcements
Reinforcements
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Found in: Ordered via syndicate uplink, costs 24 telecrystals. Used for: Support. Strategy: Increase your team size by adding another operative.
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Description
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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.
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(Pointless) Badassery
Centcom Official Costume
Centcom Official Costume
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Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: Playing them like a fiddle. Strategy: Ask the crew to "inspect" their nuclear disk and weapons system.
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Description
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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.
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Clown Costume
Clown Costume
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Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: PRANKS GONE WRONG 3: NUCLEAR EDITION Strategy: Wearing this will be enough to terrify most crew members.
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Description
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Contains a complete Clown uniform.
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