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](/w/images/a/aa/Normalpda.gif) Syndicate Uplink
|
Found in: Syndicate operatives spawn with one Used for: Ordering syndicate items by a traitor or syndicate operative. Strategy: Keep it locked. In case someone searches you they might look at your pda to see if it's an uplink.
|
Description
|
This is where the traitor gets all his fancy items. It's disguised as a PDA, the pen inside, or a headset. You will need to enter the code given into the ringtone selection in the messenger menu in your PDA, turn the pen or select a headset frequency. From there, you can click on it and pick whatever item you want/need. However, you only have 20 telecrystals to use (In Nuke, the crystals are scaled to the population of the station. Every 10 people adds 10 crystals. Extra crystals for war ops), so choose wisely. The nuke round radio and the headset can also self destruct, which can be used to destroy things like computers or gib people if dropped on top of them.
|
|
Discounts
Up to three items are randomly discounted. These items can be found at the bottom of the page. The lower initial cost, the higher chance it will be discounted. You can not buy the item at discount price more than once! Hope for a 80% off Dark Mauler! (Yes, this is possible)
Bundles and Telecrystals
Contract Kit
!["Contract Kit"](/w/images/0/03/Contract_uplink.gif) "Contract Kit"
|
Found in: Ordered via syndicate uplink, costs 20 telecrystals. Used for: Completing kidnapping contracts for TC-rewards. Strategy: A high risk, high reward choice for a traitor who wants a real challenge.
|
Description
|
20+ players only The Syndicate have a number of urgent contracts for you to take on, become a contractor and complete them for TC and cash payments. Upon purchase, you'll be granted your own contract uplink embedded within a supplied tablet computer. Additionally, you'll be granted contractor gear to help with your mission. Comes supplied with the tablet, a specialist contractor space suit, chameleon jumpsuit and mask, agent card, three randomly selected low cost items, and a unique, electrified baton. Can include items from nuke ops.
Use the new contract uplink to select a contract, and bring the assigned target dead or alive to the designated drop off location. Call for the extraction pod and send them off for your payment, with much higher rewards for keeping them alive. Extracted targets will be sent to the ninja jail and held for ransom by the Syndicate, alerting the crew after a small delay. Ransom will be payed automatically by Nanotrasen, taking an amount of the station budget to offset the cost. These targets will later be returned to the station, with even targets brought and extracted dead being returned to the crew. The contractor always earns a portion of the ransom when they're extracted into their equipped ID.
Victims that're extracted will have their items stored until they're brought back, with their items coming along with the pod they're dropped with. Extracted targets always get dropped back in the same area they were launched from.
Aborting or completing contracts will make them unavailable to take on again, so be mindful of this when choosing which target to pick. Extraction will come when requested, but only if both yourself and the target is inside the dropoff location.
The average for the total TC you can earn with this kit is around 34 TC, with the minimum never being below 30, should you extract all your targets alive. This is on top of the actual value this kit gives you initially, making this an incredibly viable choice if you can justify a weaker early game, and feel up to the challenge.
Currently, when first assigning yourself to the uplink, you'll always be given 6 contracts.
Unique items are available to purchase with "Contractor Rep" through the available Hub inside the uplink. You acquire two Rep per completed contract, with four different purchases available:
- Contractor Pinpointer - 1 Rep: A pinpointer that only activates for its owner, which is the first person to activate it. Locks on to crew on the same z-level, ignoring suit sensors, but is much less accurate. Will show you're at the location when within ~25 units.
- Fulton Extraction Kit - 1 Rep: Gives both a beacon and fulton kit to move targets/items across the station. Place the beacon down, and use the bag in hand to link it. Using the bag on items and crew will send them to the beacon. They must be outside - so in space or on lavaland - to be sent to the beacon.
- Reinforcements - 2 Rep: Call in a Syndicate agent to help you with your mission. Role is polled to ghosts, and comes with very basic items and their own 0 TC uplink. When an agent is found, they'll be sent via pod, so be sure to call when by yourself.
- Blackout - 3 Rep: Cuts station power for a short duration.
|
|
Syndicate Bundle A: Syndi-kit Tactical
!["Bundle A"](/w/images/2/2b/Box.png) "Bundle A"
|
Found in: Ordered via syndicate uplink, costs 20 telecrystals. Used for: Random Traitoring. Strategy: Get this if you don't know what you want to get, or if you want a challenge.
|
Description
|
Weightedly picks a set of Syndicate items and spawns them in a common box. The total cost of items you get is always more than 20 telecrystals. You get more than you would normally be able to at the cost of not knowing what you're going to get. This is bundle A, containing tactical item sets.
[Show/hide] Possible Sets
Recon
Spy
Stealth
Guns
Screwed
Murder
Implant
Hacker
Lord Singulo
Sabotage
Sniper
Meta Ops
|
|
Syndicate Bundle B: Syndi-kit Special
!["Bundle B"](/w/images/2/2b/Box.png) "Bundle B"
|
Found in: Ordered via syndicate uplink, costs 20 telecrystals. Used for: Random Traitoring. Strategy: Get this if you don't know what you want to get, or if you want a challenge.
|
Description
|
Weightedly picks a set of Syndicate items and spawns them in a common box. The total cost of items you get is always more than 20 telecrystals. You get more than you would normally be able to at the cost of not knowing what you're going to get. This is bundle B, containing gimmicky item sets.
[Show/hide] Possible Sets
Bond
Ninja
Dark Lord
White Whale, Holy Grail
- Kinetic Speargun
- Quiver with 20 Magspears
- Carp space suit
- Carp mask
- Carp delivery grenade
Mad Scientist
Bee
- Bee objective
- Bee costume
- Bee mask
- Yellow fanny pack
- Box of bee grenades
- Beesease reagent
- The Stinger - A fast attacking bee sabre which injects 4 units of histamine on every hit.
Mr Freeze
|
|
Syndicate Surplus Crate
!["Crate"](/w/images/6/65/GrayCrate.png) "Crate"
|
Found in: Ordered via syndicate uplink, costs 20 telecrystals. Used for: Taking a gamble or getting tons of items. Strategy: This can contain nearly everything on the uplink. If you want to take a gamble, buy it.
|
Description
|
25+ players only It's a crate. It contains 50 telecrystals worth of completely random Syndicate items. This can be anything from an Emag to a Deck of Cards. It can be useless junk or really good. It can be fun to buy if you have an easy objective or want to switch up your strategy.
|
|
1 Raw Telecrystal
![Telecrystal](/w/images/f/fe/Tc.png) Telecrystal
|
Found in: Ordered via syndicate uplink, costs 1 telecrystal. Used for: Giving other traitors or the nuke ops leader TC, charging F.R.A.M.E. cartridges. Strategy: These crystals can be used to regular uplinks, nuke ops uplinks and F.R.A.M.E. cartridges.
|
Description
|
A telecrystal in its rawest and purest form; can be utilized on active uplinks to increase their telecrystal count.
|
|
5 Raw Telecrystals
![Telecrystal](/w/images/f/fe/Tc.png) Telecrystal
|
Found in: Ordered via syndicate uplink, costs 5 telecrystals. Used for: Giving other traitors or the nuke ops leader TC, charging F.R.A.M.E. cartridges. Strategy: These crystals can be used to regular uplinks, nuke ops uplinks and F.R.A.M.E. cartridges.
|
Description
|
Five telecrystals in their rawest and purest form; can be utilized on active uplinks to increase their telecrystal count.
|
|
20 Raw Telecrystals
![Telecrystal](/w/images/f/fe/Tc.png) Telecrystal
|
Found in: Ordered via syndicate uplink, costs 20 telecrystals. Used for: Giving other traitors or the nuke ops leader TC, charging F.R.A.M.E. cartridges. Strategy: These crystals can be used to regular uplinks, nuke ops uplinks and F.R.A.M.E. cartridges.
|
Description
|
Twenty telecrystals in their rawest and purest form; can be utilized on active uplinks to increase their telecrystal count.
|
|
Super Surplus Crate
!["Crate"](/w/images/6/65/GrayCrate.png) "Crate"
|
Found in: Ordered via syndicate uplink, costs 40 telecrystals. Used for: Teaming up with another traitor to gamble all your TC. Strategy: The 40 TC price means that you have to team up with at least one other traitor. Use codewords!
|
Description
|
40+ players only This big boy contains 125 TC worth of items. If you feel you can trust other traitors, why not?
|
|
Random Item
!["???"](/w/images/6/65/GrayCrate.png) "???"
|
Found in: Ordered via syndicate uplink, costs a random amount of telecrystals. Used for: Purchasing a random item. Strategy: Buy something completely random.
|
Description
|
Picking this will purchase a random item. Useful if you have some TC to spare or if you haven't decided on a strategy yet.
|
|
Conspicuous and Dangerous Weapons
Stechkin
![Stechkin Pistol](/w/images/2/28/Stetchkin.png) Stechkin Pistol
|
Found in: Ordered via syndicate uplink, costs 7 telecrystals Used for: Quick and concealable murder. Strategy: Keep it hidden, it's possible to gain this gun by other means beyond being a traitor but the average Security Officer will assume it's Syndicate until proven otherwise.
|
Description
|
A small gun, fits into your pocket when not fitted with a suppressor. Has an 8-round magazine and is semi-automatic - meaning it'll eject bullet casings as it fires making evidence clean up harder. Does 30 brute damage on an unarmoured target but dumping the magazine will usually kill or crit all but the most well-prepared and/or armoured foes. Can be fitted with a suppressor, which makes it a very lethal and effective weapon of murder. However, this increases the size to normal and will no longer fit in your pocket. Uses 10mm ammunition.
|
|
Revolver
![.357 Revolver](/w/images/6/6d/Revolver.png) .357 Revolver
|
Found in: Ordered via syndicate uplink, costs 13 telecrystals Used for: Very quick and loud murder. Strategy: Keep the thing hidden, as people know it's only available to syndicates. Also, it makes a lot of noise, so be careful.
|
Description
|
It's a gun. Click on someone and you shoot at them. Does 60 brute damage per shot on an unarmoured target, considerably less on an armoured one. It's a very reliable weapon for a quick and bloody murder, as most people cannot react in time before being shot twice. Keep in mind that it makes a very loud and distinct noise. This gun comes loaded with 7 rounds, more can be bought from your uplink or created with a hacked autolathe. The damage is high enough to quickly blow up a supermatter crystal. Uses .357 ammunition.
|
|
Mini Energy Crossbow
![Miniature Energy Crossbow](/w/images/6/65/Ebow.png) Miniature Energy Crossbow
|
Found in: Ordered via syndicate uplink, costs 10 telecrystals Used for: Stunning people. Strategy: No one sees any messages of who fired at who, but the target knows when they are shot. Use this weapon very carefully and covertly, but remember it is also very good when in a pitch because every hit is a knockdown.
|
Description
|
This weapon is not meant for killing, rather it is intended for stunning. Though this weapon does make a sound when fired, it is still very quiet, and can easily be concealed in your pocket. Additionally this weapon does not provide any message that it has been fired. Strong when paired with an energy sword, as it cannot reliably kill anything by itself. It has no shot limit, but takes a while to charge each shot. Each shot deals 15 toxin damage, knocks down for 1 second, deals 60 stamina damage and blurs the vision of the target. It takes two hits to paralyze someone.
|
|
Energy Sword
![Energy Sword](/w/images/1/15/ESword.png) Energy Sword
|
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.
|
Description
|
This is a melee weapon that will do a lot of (30) brute damage. It also has a high chance to knock someone down, or outright uncouncious. It has two states, on and off. When it's off, you can fit it into your pocket, but it's a terrible weapon. Activate it to switch between the two states, but be warned, turning it on or off causes a very loud and distinct noise. It is also a very good combo combined with the e-bow's knockdown. You have a decent chance of reflecting projectiles with it when turned on.
You can also hit it with a multitool to make a RAINBOW SWORD.
|
|
Double-bladed Energy Sword
![Double-bladed Energy Sword](/w/images/e/e9/DoubleESword.png) Double-bladed Energy Sword
|
Found in: Ordered via syndicate uplink, costs 16 telecrystals. Used for: SUPER mass murder, making security and all their stunning and lasers completely irrelevant. Strategy: Simply having this weapon active will completely ruin anyone who tries to shoot you with a taser.
|
Description
|
25+ players only The double energy sword is an immensely powerful weapon, capable of sending unarmored victims into critical in just 3 hits (and likely stunning them, dismembering, or knocking them unconscious long before that). Like the single-bladed Energy Sword, it must be turned on to be used properly, and can still be stored in your pocket when turned off. The main reason why this weapon is so powerful compared to its predecessor is because it will reflect all energy and laser bolts sent at it back at the person who shot at you, guaranteed. This makes unrobust Security completely and totally useless at range, and makes them easy kills if they get hit by their own taser shots. This sword is not unstoppable, however. It also has a chance to reflect bullets, but this is somewhat unreliable. It will also not stop melee attacks, so try to avoid the inevitable jousting matches with stunbatons and disarm intent. Temperature gun shots go right through this.
|
|
Gloves of the North Star
!["Gloves of the North Star"](/w/images/3/36/Brokenbottle.png) "Gloves of the North Star"
|
Found in: Ordered via syndicate uplink, costs 8 telecrystals. Used for: ATATATATATA Strategy: Buy this if you want to punch people really quickly.
|
Description
|
A pair of gloves that lets you punch things extremely fast. You can even set a battlecry from your favorite Japanese anime! Does not work with weapons and hulk hands.
|
|
Powerfist
![Power Fist](/w/images/a/a3/Powerfist.png) Power Fist
|
Found in: Ordered via syndicate uplink, costs 6 telecrystals. Used for: break some bones (if this were Baystation). Strategy: This weapon's main strength is throwing people away from you and/or into a fire, open airlock, electrified airlock, emagged gibber etc.
|
Description
|
This is a melee WEAPON (hold it in your hand) that can do moderate to really high brute damage. It is piston powered, and said piston is activated by gas coming from a gas tanks. To mount a gas tank, simply click on the powerfist with the tank in your hand. The pressure valve can be adjusted with a wrench to the setting 1,2 and 3. To remove an empty tank, use a screwdriver on the powerfist.
Setting one has force 20 and launches people 1 tile away.
Setting two and three double and triple these values respectively, so 40/60 damage and 2/3 tiles thrown.
From a standard, filled tank of air one should expect 4 full punches on setting two and 3 on setting three.
|
|
![Holoparasite injector kit](/w/images/b/b7/Syndibox.png) Holoparasite injector kit
|
Found in: Ordered via syndicate uplink, costs 18 telecrystals. Used for: ORAORAORAORAORA Strategy: Has many strategic options depending on which type of Holoparasite you choose to summon.
|
Description
|
25+ players only Contains a Holoparasite injector. When injected, it will attempt to summon a Ghost player to take on the role of a spirit-like entity living in your body, capable of using different powers to help you, decided by its type. If no ghost accepts the role, you can get a TC refund.
|
|
Ammunition
.357 Speedloader
![.357 Speedloader](/w/images/c/c5/357_speedloader.png) .357 Speedloader
|
Found in: Ordered via syndicate uplink, costs 4 telecrystals. Also made in hacked autolathes, costs 50,000 metal units. Used for: Ammo for the Revolver. Strategy: Order in conjunction with the revolver for extra killing potential. Or better yet completely ignore it and go for the hacked autolathe method instead.
|
Description
|
This is ammo for the Revolver. It gives the revolver 7 more shots. It can be used by clicking on an empty revolver while you hold the ammo in your active hand. This can be made and recycled in a hacked autolathe for 50,000 metal units, and it is usually always a better idea to gain access to that over ordering these if it is an option.
|
|
10mm Handgun Magazine
![10mm Handgun Magazine](/w/images/4/4f/10mmMag.png) 10mm Handgun Magazine
|
Found in: Ordered via syndicate uplink, costs 1 telecrystals. Loose ammo boxes can be made in a hacked autolathe, costs 50,000 metal units. Used for: Ammunition for the Stechkin. Strategy: Order in conjunction with the stechkin for extra killing potential. Using on a stechkin already loaded with a magazine will do a tacticool reload, replacing the old magazine with it and dropping the old magazine under your feet. Can be handloaded from a loose ammo box.
|
Description
|
This is ammo for the Stechkin. It gives the stechkin a full clip. It can be used by either using a stechkin in hand to remove the old magazine and loading it in, or using directly for a tactical reload. Loose ammo boxes can be made in a hacked autolathe for 50,000 metal units, it is ill-advised to order any more handgun magazines as it's more economical to simply handload empty magazines.
|
|
10mm Armour Piercing Magazine
![10mm Armour Piercing Magazine](/w/images/4/4b/10mmmagAP.png) 10mm Armour Piercing Magazine
|
Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Armour piercing ammunition for the Stechkin. Strategy: Order this when you want to kill someone armoured like security staff.
|
Description
|
An additional 8-round 10mm magazine; compatible with the Stechkin Pistol. These rounds are less effective at injuring the target but penetrate protective gear.
|
|
10mm Incendiary Magazine
![10mm Incendiary Magazine](/w/images/0/0a/10mmmagfire.png) 10mm Incendiary Magazine
|
Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Ammunition for the Stechkin which sets the target on fire. Strategy: Order this when you want to see someone burn.
|
Description
|
An additional 8-round 10mm magazine; compatible with the Stechkin Pistol. Loaded with incendiary rounds which ignite the target.
|
|
10mm Hollow Point Magazine
![10mm Hollow Point Magazine](/w/images/5/56/10mmmaghollow.png) 10mm Hollow Point Magazine
|
Found in: Ordered via syndicate uplink, costs 3 telecrystals. Used for: Ammunition for the Stechkin which deals more damage against unarmoured targets. Strategy: Order this when you want to kill someone who is likely unarmoured.
|
Description
|
An additional 8-round 10mm magazine; compatible with the Stechkin Pistol. These rounds are more damaging but ineffective against armour.
|
|
Box of Riot Darts
![Ammo-riot darts](/w/images/8/85/Foambox_riot.png) Ammo-riot darts
|
Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Ammo for the foam force Toy Handgun. Strategy: Order as extra ammo for the toy gun. Generally not a good idea as riot darts themselves are re-usable.
|
Description
|
This is ammo for the Toy Gun. Buy this if you cannot get it from an autolathe, or reuse the ones you shot.
|
|
Grenades and Explosives
Composition C-4
![C-4](/w/images/f/fd/C4.gif) C-4
|
Found in: Ordered via syndicate uplink, costs 1 telecrystal. Used for: Blowing stuff up. Strategy: Stick it on things that need to blow up.
|
Description
|
This pack of explosives can detonate and destroy almost anything it is placed on, after any chosen amount of seconds (the shortest being 10). C4 takes 3 seconds to set up, and requires you to be un-interrupted. You can also open the wiring with a screwdriver, allowing you to set a signaler to detonate instantly, among other things. Can be directly placed on mobs, but will only deal around 50 damage and not gib.
|
|
Bag of C-4 Explosives
![Bag of C-4 Explosives](/w/images/4/48/Duffle_syndie.png) Bag of C-4 Explosives
|
Found in: Ordered via syndicate uplink, costs 8 telecrystals. (20% discount) Used for: Blowing lots of stuff up. Strategy: Stick it on things that need to blow up.
|
Description
|
Contains 10 C4 charges in a handy dufflebag, to use however you want.
|
|
Bag of X-4 Explosives
![Bag of X-4 Explosives](/w/images/0/05/X4.png) Bag of X-4 Explosives
|
Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: Blowing stuff up. Strategy: Stick it on things that need to blow up.
|
Description
|
Contains 3 X4 charges in a handy dufflebag, to use however you want. X4 is a more powerful version of C4, and will also deal damage in a cone behind the target.
|
|
EMP Kit
![EMP Kit](/w/images/b/b7/Syndibox.png) EMP Kit
|
Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: The disabling of technology, such as cameras, radios, etc. Strategy: Best used aggressively against technology, such as destroying an AI. If you wish to opt for a more stealthy approach, the Cryptographic Sequencer and EMP Flashlight are usually better. Note that EMP grenades are the pretty much the only reliable way to stop an approaching cyborg from afar as a traitor, unless you have access to an Ion rifle.
|
Contents
|
Description
|
x6
|
These are weapons used for disabling electronics like the AI's cameras. They can also be used to silence those pesky pAIs for a few minutes. That or flat out kill them while you home in for the kill. Click on the Grenade to activate it and then throw it like normal grenades. The implanter functions the same, but after implanting it into yourself, it can be activated three times using the action button. Other uses include draining the batteries of APCs, completely draining the batteries of sec equipment like stun batons and tasers, shocking/opening nearby doors and blinding those who wear thermals caught in the emp range. If you EMP a group of sec officers before a fight, they'll be completely disarmed of 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.
|
|
Detomatix PDA Cartridge
![Detomatix Cartridge](/w/images/8/87/Pda_cartrige.png) Detomatix Cartridge
|
Found in: Ordered via syndicate uplink, costs 6 telecrystals. Used for: Making other's PDAs explode. Strategy: Use this to hurt your target from afar, or wait until you can see them, detonate their PDA, and then quickly kill them.
|
Description
|
A cartridge for your PDA. When inserted, it will allow you to use the missile program to attempt to remotely detonate other people's PDAs in a kind of weak explosion (Still powerful enough to knock out people and destroy the victim's ID, though). Your target PDA will need the messenger function turned on in order to attempt this, and you need to scan for other PDAs, then import the list. Despite this it is a decent way of sowing panic aboard the station, or softening up a target for an assassination attempt. Comes with 4 charges. It also has a bomb program that when run causes the PDA to self destruct. Useful against gullible targets, or turning PDAs into hand grenades. For syndicates, this cartridge has the blast door toggle function for the syndicate shuttle as well, allowing you to open the door when the person with the military PDA has died horribly.
|
|
Pizza Bomb
![Pizza Bomb](/w/images/5/55/Pizza_bomb.gif) Pizza Bomb
|
Found in: Ordered via syndicate uplink, costs 6 telecrystals. Used for: Tasty bomb delivery. Strategy: This pizza box contains a bomb inside, a bit stronger than a Syndicate Minibomb. To arm it, open the box, using the other hand take out the pizza, drop the pizza, use the box again with your empty hand to set the timer, put the pizza back in, close it. The next person to open it will trigger the bomb!
|
Description
|
A pizza box with a bomb cunningly attached to the lid. The timer needs to be set by opening the box; afterwards, opening the box again will trigger the detonation after the timer has elapsed. Comes with free pizza, for you or your target!
|
|
Slipocalypse Clusterbang
![Slipocalypse Clusterbang](/w/images/5/5e/Clusterbang.png) Slipocalypse Clusterbang
|
Found in: Ordered via syndicate uplink, costs 3 telecrystals. Used for: Making a large area slippery with soap. Strategy: Once used, it will split into several grenades, which in turn will spawn a bar of Syndicate Soap each.
|
Description
|
A traditional clusterbang grenade with a payload consisting entirely of Syndicate soap. Useful in any scenario!
|
|
Syndicate Bomb
![Syndicate Bomb](/w/images/3/3b/Syndicate_Bomb.gif) Syndicate Bomb
|
Found in: Ordered via syndicate uplink, costs 11 telecrystals. Used for: Making really big holes. Strategy: Place somewhere safe, activate, and run. Make sure nobody defuses it. Protip: You can remove the payload (screwdriver, cut all wires, crowbar it out) and detonate it with C4 for a quick bang.
|
Description
|
The Syndicate Bomb has an adjustable timer with a minimum setting of 90 seconds. Ordering the bomb sends you a small beacon, which will teleport the explosive to your location when you activate it. You can wrench the bomb down to prevent removal.
The crew may defuse the bomb by opening up the wiring and messing with it, however this has a chance of backfiring and causing the bomb to explode instantly. This can be used to your advantage by figuring out the detonation wire and adding a signaler so you can control when the bomb will go off.
When the bomb explodes, it creates a huge explosion, which punches holes in the station and destroys the surrounding area. Flames burst everywhere, but they extinguish almost immediately, most likely due to exposure to space.
Despite their cost, an expertly made tank bomb can still outdo the explosion caused by these.
|
|
Syndicate Minibomb
![Syndicate Minibomb](/w/images/2/2d/Syndicate_Minibomb.gif) Syndicate Minibomb
|
Found in: Ordered via syndicate uplink, costs 6 telecrystals. Used for: Blowing shit up, making holes in the station. Strategy: Cook the grenade in your hand (for no longer than at most two seconds) and throw it at someone when they least expect it. Use it on crowds or downed targets.
|
Description
|
The Minibomb is a grenade with a five-second fuse. It will cause a small explosion, but that explosion will still create holes to space. It can usually outright kill or even gib an unarmored target. Those wearing armor may survive. A messier and more costly alternative to using an IED on a corpse.
|
|
Stealthy and Inconspicuous Weapons
Box of Throwing Weapons
![Box of Throwing Weapons](/w/images/b/b7/Syndibox.png) Box of Throwing Weapons
|
Found in: Ordered via syndicate uplink, costs 3 telecrystals. Used for: Murdering people by throwing things. Strategy: Use the throwing stars to cause heavy damage and bleeding due to embedding, and the bolas to prevent the target from running off or dodging.
|
Contents
|
Description
|
5x , 2x
|
This kit contains five throwing stars and two reinforced bolas. Throwing stars will deal heavy brute damage on hit and automatically embed, causing further brute and bleeding over time. Reinforced bolas slow targets down on hit until they are removed. They take longer to remove than normal bolas.
|
|
Dart Pistol
![Dart Pistol](/w/images/3/3c/Dart_pistol.png) Dart Pistol
|
Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Shooting chemicals. Useful with the Poison Kit. Strategy: Use it as you would a normal syringe gun; the only difference is that it fits into a pocket.
|
Description
|
This pistol can load chemical-filled syringes and shoot them at people. Only fits one syringe at a time, but it can fit in pockets.
|
|
Dehydrated Space Carp
![Dehydrated Space Carp](/w/images/7/75/Carp_plush.png) Dehydrated Space Carp
|
Found in: Ordered via syndicate uplink, costs 1 telecrystal. Used for: Sudden carp invasions. Strategy: Looks like a normal carp toy. If it comes in contact with water, however, it will create a full-sized space carp, aggressive to everyone nearby. If you use the plushie in hand before activating it, the carp won't attack you once spawned.
|
Description
|
Looks like a plush toy carp, but just add water and it becomes a real-life space carp! Activate in your hand before use so it knows not to kill you.
|
|
Energy Dagger
![Energy Dagger](/w/images/2/26/Edagger.gif) Energy Dagger
|
Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Last resort combat. Strategy: Shove it in your PDA. Don't bring it out until you need it, because everyone knows only syndicates have energy blades.
|
Description
|
It's a dagger that does 18 brute on hit, and 35 brute when thrown. It can be disguised and hidden as a pen. Keep it out of sight and then bring it out once you've got somebody on the ropes. It's better than most weapons very cheap, so it's not a bad last resort. Unless people know you have it they're very unlikely to search your PDA pen slot.
|
|
Martial Arts Scroll
![Martial Arts Scroll](/w/images/8/8d/Scroll.png) Martial Arts Scroll
|
Found in: Ordered via syndicate uplink, costs 17 telecrystals. Used for: Fighting ranged attackers, killing people with your fists. Strategy: This scroll will teach you the Sleeping Carp style, making you immune to ranged attacks but also unable to use guns, while making your hits stronger.
|
Description
|
You must keep reading the scroll until you get a message saying you have mastered the ability. This will take some time and you will see several smaller flavor messages while reading. The Sleeping Carp style then lets you ignore all ranged attacks, whether energy or physical (but not thrown items). Dodging an attack this way will make a noticeable sound and message, which will alert everyone close of this skill, and thus of your traitor status. You will also not be able to use any ranged weapon, as it would be dishonorable.
Your punches do 10 to 15 brute, and your grabs will start as aggressive.
You can also combo attacks by switching intents while hitting. Possible Combos:
- Wrist Wrench: Disarm Disarm. Forces the opponent to drop the item in his hand. Stuns for 6 seconds. Does not work if target is stunned or paralyzed.
- Back Kick: Harm Grab. The opponent must be facing away from you. Paralyzes for 8 seconds. Does not work if target is paralyzed.
- Stomach Knee: Grab Harm. Knocks the wind out of the opponent and stuns for 4 seconds. Does not work if target is paralyzed.
- Head Kick: Disarm Harm Harm. Decent damage, forces the opponent to drop the item in his hand. Stuns for 8 seconds. Does not work if target is paralyzed.
- Elbow Drop: Harm Disarm Harm Disarm Harm. The opponent must be on the ground. Deals huge damage, and instantly kills anyone in critical condition.
|
|
Poison Kit
![Poison Kit](/w/images/b/b7/Syndibox.png) Poison Kit
|
Found in: Ordered via syndicate uplink, costs 6 telecrystals. Used for: Murdering people silently. Strategy: Inject these poisons into food, medicines, cryotubes, or just shoot them with a syringe gun.
|
Contents
|
Description
|
![](/w/images/5/5d/Bottle.png)
|
This kit contains a bottle each of Polonium, Venom, Fentanyl, Formaldehyde, Cyanide, Histamine, Initropidil, Pancuronium, Sodium Thiopental, Coniine, Curare and Amanitin, with a free syringe to inject them with.
|
|
Romerol
![Romerol](/w/images/b/b7/Syndibox.png) Romerol
|
Found in: Ordered via syndicate uplink, costs 25 telecrystals. Used for: Creating a zombie infestation. Strategy: Inject into food, medicines, cryotubes, or just shoot it with a syringe gun.
|
Contents
|
Description
|
![](/w/images/7/75/Bottle12.png) ![](/w/images/7/7a/Eyedropper.png)
|
Romerol adds a zombie infection organ to victims. When those victims die, they will revive as zombies who can infect other people. Because Romerol costs more than 20 telecrystals, at least two traitors will need to collaborate to buy it. It can be applied to corpses directly, allowing creation of zombies from corpses in the Morgue.
|
|
Sleepy Pen
!["Pen"](/w/images/4/4f/Pen.png) "Pen"
|
Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: Disabling people, making people look dead. Strategy: This item will paralyze people, so they cannot talk and will collapse after a short time. It will quickly wear off.
|
Description
|
This is a very devious little item. It is a refillable instant injector that looks like a pen. The pen can hold up to 45u reagents and starts with 20u Chloral Hydrate, 15u Mute-Toxin, and 10u Tirizene, which prevents people from talking and causing them to fall asleep after about 20 seconds at most. They can still see and hear everything around them, until they actually fall asleep. Does not penetrate hardsuits. The victim will feel a tiny prick but the stab will be invisible to others. The default chemicals inside are completely non-lethal, so if you want to kill with it you need something else. Not available to Nuke Ops.
|
|
Syndicate Soap
!["Soap"](/w/images/0/05/Synsoap.png) "Soap"
|
Found in: Ordered via syndicate uplink, costs 1 telecrystal. Used for: Cleaning things, and slipping people on it. Strategy: Can be used for a quick clean up if you lack space cleaner, so you're not covered in blood, or it can be used like a banana peel.
|
Description
|
It's a bar of evil looking soap. It can clean up a blood off the ground or on your clothes by using it on them. Also slips people for a moment. Useful with an energy sword. In addition, it cleans things much faster than normal soap, making it handy for a quick cleanup.
|
|
Toy Gun with Riot Darts
![Toy Gun with Riot Darts](/w/images/d/d4/Toy_gun.png) Toy Gun with Riot Darts
|
Found in: Ordered via syndicate uplink, costs 3 telecrystals. Used for: Hiding a stunning weapon in plain sight. Strategy: This gun is identical to the normal toy guns, but it shoots stamina-damaging darts that can knock down.
|
Description
|
An innocent-looking toy pistol designed to fire foam darts. Comes loaded with riot-grade darts effective at incapacitating a target.
|
|
Universal Suppressor
Suppressor Suppressor
|
Found in: Ordered via syndicate uplink, costs 3 telecrystals. Used for: Silencing weapons. Strategy: Attach it to your Stechkin, or to other ballistic weapons (that isn't a revolver or shotgun) to silence and remove the weapon's attack messages.
|
Description
|
A universal syndicate small-arms suppressor for maximum espionage. Can be attached to almost any non-revolver/shotgun firearm. Remove it by alt-clicking the firearm.
|
|
Stealth and Camouflage Items
Chameleon Kit
![Chameleon Kit](/w/images/b/b7/Syndibox.png) Chameleon Kit
|
Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: A complete kit of clothing (jumpsuit, vest, shoes, gloves, mask, hat, PDA, gun, stamp and headset) capable of changing color and shape. Lightly armored. Strategy: Very useful for traitors who want to try a stealthy approach by disguising as a bunch of crewmembers.
|
Description
|
Each part of the disguise kit gives a HUD button in the top-left corner to individually change each part. The shoes in this kit do not prevent slipping.
The mask has a built-in voice changer that can be toggled on/off by using it in hand, and will match your voice with your currently equipped ID (great in combination with the Agent ID!). Extremely useful for infiltration.
|
|
No-Slip Chameleon Shoes
![No-Slip Chameleon Shoes](/w/images/1/10/Brshoe.png) No-Slip Chameleon Shoes
|
Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Not slipping. Strategy: These can be bought separately from the chameleon kit if you don't need the rest.
|
Description
|
20+ players only Similar to the Chameleon Kit these shoes have an action button to change shape, but unlike the chameleon shoes they also protect you from slips.
|
|
Agent ID Card
![Agent Identification Card](/w/images/d/d2/Id_regular.png) Agent Identification Card
|
Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Concealing your identity and avoiding security/the AI. Strategy: Copy someone's name and access while being near invisible to the AI and security bots. Use in conjunction with a Chameleon Kit or at least a mask.
|
Description
|
This is a special ID card with multiple uses:
- The AI's camera eye can no longer track/jump to you and instead has to manually follow you.
- Having an agent card in your ID slot will reduce security bots' threat assessment level by 2. This makes them ignore most offenses and even arrest warrants as long as you don't stack more than one offense.
- You can forge the card's name, assignment 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.
|
|
Chameleon Projector
![Chameleon Projector](/w/images/d/d4/Chameleon_projector.gif) Chameleon Projector
|
Found in: Ordered via syndicate uplink, costs 7 telecrystals. Used for: Hiding as an item on the station. Strategy: Scan an item nobody cares about (it defaults as a cigarette butt) and hide as that item when in a chase, just make sure people don't pick you up. Move only when nobody's looking.
|
Description
|
Allows you to scan any item that can be picked up and then disguise yourself as that item. While disguised you move at walk speed and cannot interact with anything you're not already holding, and if someone tries to pick you up the disguise fails and you change back to normal. Incredibly useful, and a lot of fun, if you use it correctly. You cannot be detected by the AI when it is active. Currently an extremely powerful item as in order to shoot and actually hit you, security must click on the item you disguised as, not the tile you're on or past that. This makes disguising as a cigarette butt very useful for making them waste all their shots.
|
|
Camera Bug
Camera Bug Camera Bug
|
Found in: Ordered via syndicate uplink, costs 1 telecrystal. Used for: Spying through cameras. Strategy: Can be used to know when people are in a certain area so you know when to detonate a bomb, or sneak through and steal something, or murder someone. Can also be used to remotely disable many cameras at the same time.
|
Description
|
Has been bugged since 2018, and usually only gives a blank window.
When activated in your hand, you will see a list of all active cameras on the station, for you to use to spy on people or areas as you please. You do not need to use the Camera Bug on cameras to be able to remotely view them. It can also track people. The Camera Bug used to be upgradable, but now has network, tracking, and sabotage upgrades by default and can not be further upgraded. Use the Camera Bug on a camera to bug it. Bugging a camera will allow you to remotely disable that camera through the 'tracking menu'.
|
|
Smuggler's Satchel
![Smuggler's Satchel](/w/images/0/04/Smuggler.png) Smuggler's Satchel
|
Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Hiding items under floortiles. Strategy: Use it to stash contraband or bombs under the crew's feet.
|
Description
|
This satchel is made to fit under floortiles, and contains already a crowbar and floortile to hide it with. It can also fit in a back pack, making it an exceptional item for storage since it can hold normal sized items. Satchel contents no longer persist between rounds, blame the guys who gave themselves traitor and wizard items every other round.
|
|
Stimpack
![Stimpack](/w/images/1/17/Syringe.png) Stimpack
|
Found in: Ordered via syndicate uplink, costs 5 telecrystals. Used for: Reducing stuns for a long time. Strategy: Use it on yourself before a fight with security.
|
Description
|
This syringe comes loaded with a lot of Stimulants, which will heavily reduce stuns and give a small heal over time.
|
|
Mulligan
![Mulligan](/w/images/1/17/Syringe.png) Mulligan
|
Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: Changing identity. Strategy: Use it on yourself and find new clothes.
|
Description
|
This syringe comes loaded with a Mulligan Toxin that will randomize your appearance and identity, permanently.
|
|
EMP Flashlight
![Flashlight](/w/images/4/4d/Flashlight.png) Flashlight
|
Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: Disabling technology, such as cameras, radios, doors, cyborgs, etc. Can also be used to unlock lockers. Strategy: Best used stealthily against technology. For the traitor who prefers a more delicate touch.
|
Description
|
Behaves in almost an exactly similar way to the EMP kit's grenades/implant but is rechargeable, disguised, and localized. It functions exactly like a regular flashlight except when you hit something with the flashlight, the item will act as if it was hit with an EMP. Hitting a person with it will disable their headset and any energy based weaponry they possess, while hitting a cyborg will damage and stun it. Using it on doors may either open or electrify them. The flashlight constantly recharges, but only has around 4 uses before it needs to recharge.
|
|
Adaptive Cardboard Cutouts
![Adaptive Cardboard Cutouts](/w/images/b/b7/Syndibox.png) Adaptive Cardboard Cutouts
|
Found in: Ordered via syndicate uplink, costs 1 telecrystal. Used for: Making the crew believe in a nonexistant threat. Strategy: Place them somewhere, and disguise them as anything.
|
Description
|
This box contains three cardboard cutouts and a crayon to color them with. Unlike normal cardboard cutouts, they have no distinctive yellow tint, which makes them good for fooling gullible crew or an AI.
|
|
Decoy Nuclear Authentication Disk
![Nuclear Authentication Disk](/w/images/6/6b/NuclearDisk.gif) Nuclear Authentication Disk
|
Found in: Ordered via syndicate uplink, costs 1 telecrystal. Used for: Fooling the crew into thinking that the nuclear authentication disk is safe. Strategy: Leave it in the Captains Quarters and hope he doesn't examine it.
|
Description
|
It's just a normal disk. Visually it's identical to the real deal, and only the Captain or nuclear operatives can identify it.
Regular crew will find out by looking at the pinpointer or trying to put it in the nuke.
Don't try to give this to us the Syndicate to complete your objective, they know better!
|
|
Space Suits and Hardsuits
Syndicate Space Suit
![Syndicate Space Suit](/w/images/c/c4/Syndi_suit.png) Syndicate Space Suit
|
Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: Surviving space. Strategy: Wear it while going in space, store it in your backpack when you're done.
|
Description
|
A special syndicate space suit that fits in backpacks, slows you less, and has a weapon slot. The color will be suspicious to the crew, however. Resistances: melee = 40, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30, fire = 80, acid = 85.
|
|
Syndicate Hardsuit
![Syndicate Hardsuit (Blood-red Hardsuit)](/w/images/e/ec/Syndi_hardsuit.png) Syndicate Hardsuit (Blood-red Hardsuit)
|
Found in: Ordered via syndicate uplink, costs 8 telecrystals. Used for: Surviving space, tactical armor. Strategy: Wear it while going in space, store it in your backpack when you're done.
|
Description
|
The feared suit of a syndicate nuclear agent. It features an internal jetpack that draws from internals, a special combat mode that is not spaceworthy but won't slow down movement, and fairly resistant armor, all while fitting in backpacks. Resistances: melee = 40, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50, fire = 50, acid = 90.
|
|
Devices and Tools
Cryptographic Sequencer
![Cryptographic Sequencer](/w/images/2/2d/Emag.png) Cryptographic Sequencer
|
Found in: Ordered via syndicate uplink, costs 6 telecrystals. Used for: Gaining entrance to restricted areas or lockers, unlocking hidden features in machinery, bending 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.
|
Description
|
Also called an Emag (electromagnetic card), it allows you to quite literally open anything (and break it in the process) and can alter many many things on the station. Also has several special functions, as it can hack cyborgs to serve you, cause multiple electronic devices to malfunction and become deadly, and can really ruin an engineer's day. Emagging something is different from Hacking something.
See here for further info about what things can be hacked/opened by swiping them with an Emag.
|
|
Fully Loaded Toolbox
!["Suspicious Looking Toolbox"](/w/images/3/39/Syndicatetools.png) "Suspicious Looking Toolbox"
|
Found in: Ordered via syndicate uplink, costs 1 telecrystal. There's also a couple found on the derelict space station. Used for: Obtaining tools and combat gloves. Strategy: Useful in a pinch if the AI has bolted you in somewhere and you have no other way to escape.
|
Contents
|
Description
|
![](/w/images/9/9a/Welder.png)
|
It's a suspicious looking toolbox, filled with ordinary tools. Except instead of an analyzer, it comes with a multitool and combat gloves. It's also slightly more robust than a regular toolbox.
|
|
Hypnotic Flash
!["Flash"](/w/images/3/34/Flash.gif) "Flash"
|
Found in: Ordered via syndicate uplink, costs 7 telecrystals. Used for: Hypnotizing people into following absurd orders. Strategy: This flash is capable of inflicting the Hypnotic Stupor on vulnerable people. As soon as they've been flashed, they will be hypnotized by the first sentence they hear and gain an obsessive compulsion to obey it.
|
Description
|
To be considered vulnerable, a player must not be implanted with a Mindshield Implant and either be hallucinating, sleeping, at extremely low sanity or suffering from the Dumbness trauma. Will trigger confusion, dizziness, drowzyness and pacify on both untargeted and targeted flash, but needs targeted flash to hypnotize.
|
|
Syndicate Surgery Duffelbag
Chest Rig
![Chest Rig](/w/images/8/86/Chest_rig.png) Chest Rig
|
Found in: Ordered via syndicate uplink, costs 1 telecrystal. Used for: Storing combat equipment. Strategy: Use it to store many weapons when you intend to go loud.
|
Description
|
A robust seven-slot set of webbing that is capable of holding all manner of tactical equipment.
|
|
Syndicate Tome
![Syndicate Tome](/w/images/7/79/Syndicate_tome.png) Syndicate Tome
|
Found in: Ordered via syndicate uplink, costs 5 telecrystals. Used for: Healing and harming. Strategy: Use it to heal other traitors you've teamed up with.
|
Description
|
A copy of the chaplain's bible that's usable by you. Won't bless water or rooms though.
|
|
Thermal Imaging Glasses
![Thermal Imaging Glasses](/w/images/6/6f/Optical_Thermal_Scanner.png) Thermal Imaging Glasses
|
Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: Seeing people, creatures, and synthetics through walls. Strategy: Used for tracking your targets and spotting threats or security ambushes.
|
Description
|
When worn, this item allows you to see any human, alien, cyborg, and even AIs through walls. Can be disguised as any kind of glasses. Wearing this leaves you very vulnerable to flashes, flashbangs, and EMP. Using a welding tool with this on may cause you to go blind.
|
|
Binary Translator Key
![Binary Translator Key](/w/images/d/d6/Binary_encryption.png) Binary Translator Key
|
Found in: Ordered via syndicate uplink, costs 5 telecrystals. Used for: Communicating with the AI and Cyborgs. Strategy: Eavesdropping on the AI's conversation with its cyborgs. Communicate with the AI after you've subverted it.
|
Description
|
Needs to be attached to your headset before it can be used. Use a screwdriver to remove the keys already in your headset, and place the ones you want back in. This tool will allow you to access, and speak, on the robotic talk channels. Keep in mind, this will alert the AI, and all cyborgs that you are a syndicate agent if you speak on their channel. Very handy for hearing if the AI is rogue, is out to arrest you, or even if there are any other traitors out there. Speak on the channel with a :b before your text. These are easy to disguise, but nearby humans will be able to hear you whispering so keep this in mind when you talk (as you will get found out).
|
|
Syndicate Encryption Key
![Syndicate Encryption Key](/w/images/9/99/Syndicate_encryption.png) Syndicate Encryption Key
|
Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Listening in on all of the station's radio chatter and communicating with other traitors that have purchased it. Strategy: Eavesdrop on security. Communicate with other traitors for cooperative goodness.
|
Description
|
Needs to be attached to your headset before it can be used. Use a screwdriver to remove the keys already in your headset, and place the ones you want back in. This tool will allow you to listen in on all of the station department's radio channels and speak on a hidden Syndicate channel with other traitors that are using the key. Speak on the channel with a :t before your text.
|
|
Artificial Intelligence Detector
!["Multitool"](/w/images/f/f7/Multitool.png) "Multitool"
|
Found in: Ordered via syndicate uplink, costs 1 telecrystal. Used for: Knowing when the AI is watching you. Checking camera coverage and possible multicams. Strategy: Keep this in a pocket or an open toolbelt and watch it when you intend to do something suspicious, to ensure the AI isn't looking.
|
Description
|
A functional multitool that turns red when it detects an artificial intelligence watching it or its holder. While the AI is watching or tracking you, the green center light will appear as red. If it is close but not seeing you yet, it'll be yellow. Knowing when an artificial intelligence is watching you is useful for knowing when to maintain cover, such as before murdering someone or breaking in somewhere. Recently, this item has gained the ability to show an overlay that lets you see camera coverage and the real-time location of AI camera eyes.
|
|
Hacked AI Upload Module
![Hacked AI Law Upload Module](/w/images/9/98/Circuitboard.png) Hacked AI Law Upload Module
|
Found in: Ordered via syndicate uplink, costs 9 telecrystals. Used for: Changing the AI's laws to what you want. Strategy: Break into AI Upload to upload, or steal the AI Upload circuit from Tech Storage. The more competent the AI is, the more useful this will be.
|
Description
|
This is a more powerful version of the Freeform AI Module. It allows you to upload Hacked laws onto the AI from any AI Upload Console. Unlike Freeform, the name of the person who uploaded it is not revealed to the AI. The hacked Laws act like Ion Storm Laws and will precede the numbered laws in priority, automatically overriding all other laws should they conflict. Make sure you pay attention to the wording of your new Law as most AIs would love to use any loophole they can find to kill you.
|
|
Power Sink
![Power Sink](/w/images/1/18/Powersink.gif) Power Sink
|
Found in: Ordered via syndicate uplink, costs 10 telecrystals. Used for: Sucks up all the station power, causing a black-out. Strategy: This will suck up all the station's power very quickly. Use it on the main station's power grid to suck it. Don't place it on solars, as it will only suck out the solar's power.
|
Description
|
This bad boy is a station engineers and AI's worst enemy. When bought, this thing is useless, but when the power sink comes in contact with exposed wires out in space or on the station it starts to drain the power at a RAPID rate. You must screw it into place on a wire with a screwdriver, then turn it on. But as easy as it was set down, any one can pick it right back up! Make sure to put it somewhere secure, but also make sure that it is attached to the main station power. Once it has drained enough power, it explodes violently!
|
|
Power Beacon
!["Ominous Beacon"](/w/images/4/4b/Beacon.gif) "Ominous Beacon"
|
Found in: Ordered via syndicate uplink, costs 10 telecrystals. Used for: Attracting a loose singularity/tesla towards the beacon at a brisk leisurly pace. Barely seen anymore since the introduction of the Supermatter engine. Strategy: Set it up in a secluded location, then release the singularity. Excellent for forcing a shuttle call and succeeding in escape alone objectives.
|
Description
|
Placed like a powersink, screwdriver to secure it on an exposed wire node (at least 15,000 watts) and use an open hand to turn it on; the singularity beacon will attract the singularity/tesla towards it, if it is loose.
Note that for it to be useful at all the singularity/tesla does need to be released, as the beacon will not release it by itself. A singularity beacon can not be picked up after it is spawned, and must be dragged around. It also blocks movement over it, so be sure to spawn it where you want to set the beacon up.
|
|
Briefcase Launchpad
![Briefcase Launchpad](/w/images/e/e2/Briefcase_launchpad.gif) Briefcase Launchpad
|
Found in: Ordered via syndicate uplink, costs 6 telecrystals. Used for: Breaking into secure areas, theft, kidnapping, teleporting bombs. Strategy: Set it up near a wall to a secure area, teleport over it, teleport back.
|
Description
|
A briefcase containing a miniature launchpad, able to teleport objects and mobs up to 8 tiles away and back in any direction. It's controlled via a remote disguised as a folder, allowing the user to use it in reverse when escaping.
To link the briefcase with the remote, simply hit it with the remote. To set it up, use the briefcase in hand. To pick it up once you're done, click and drag the briefcase and drop it to your character's sprite.
|
|
Radioactive Microlaser
!['Health Analyzer'](/w/images/3/30/Healthanalyzer.png) 'Health Analyzer'
|
Found in: Ordered via syndicate uplink, costs 3 telecrystals. Used for: Stealthily irradiating people. Strategy: Use it on someone, wait for the radiations to kick in and knock them out.
|
Description
|
A radioactive microlaser disguised as a standard Nanotrasen health analyzer. When used, it emits a powerful burst of radiation, which, after a short delay, can incapacitate all but the most protected of humanoids. It has two settings: intensity, which controls the power of the radiation, and wavelength, which controls how long the radiation delay is.
|
|
Radio Jammer
![Radio Jammer](/w/images/8/84/Radio_jammer.png) Radio Jammer
|
Found in: Ordered via syndicate uplink, costs 5 telecrystals. Used for: Disrupting any nearby outgoing radio communication. Strategy: Activate it before killing someone so they can't scream over radio.
|
Description
|
This device will block any nearby outgoing radio communication when activated. Activate it and put it in your pocket or backpack.
|
|
Codespeak Manual
![Codespeak Manual](/w/images/b/b7/Red_book.png) Codespeak Manual
|
Found in: Ordered via syndicate uplink, costs 3 telecrystals. Used for: Learning Codespeak, the language of the Syndicate. Now has unlimited uses. Strategy: Read it or hit fellow Syndicate agents with it. Useful in case crew gains access to the Syndicate comms channel.
|
Description
|
Syndicate agents can be trained to use a series of codewords to convey complex information, which sounds like random concepts and drinks to anyone listening. This manual teaches you, or anyone hit by it Codespeak. Unlimited uses. Use ,t before saying something to speak in Codespeak.
|
|
F.R.A.M.E. PDA Cartridge
![F.R.A.M.E Cartridge](/w/images/8/87/Pda_cartrige.png) F.R.A.M.E Cartridge
|
Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: Making someone elses PDA a fake Syndicate Uplink. Strategy: Use it to frame someone as a traitor or to send them Telecrystals.
|
Description
|
It has five charges, and upon using a charge, it will unlock the target's PDA to a Syndicate Uplink with zero TC. You will also receive the code needed to unlock the PDA. You may also apply TC directly to the cartridge, and the next time it is used, it will not only unlock the PDA, but also give the crystals to the target PDA.
|
|
Protocol CRAB-17 Phone
![Protocol CRAB-17 Phone (The suspicious phone)](/w/images/3/36/Brokenbottle.png) Protocol CRAB-17 Phone (The suspicious phone)
|
Found in: Ordered via syndicate uplink, costs 7 telecrystals. Only 1 in stock. Used for: Draining crew funds. Strategy: Use it to force the crew to convert their money into cash or rush a spacecoin market.
|
Description
|
This device lets you launch another device that drains the funds of all crewmembers to your bank account. When used, the phone will start draining the crew's funds and spawn a moving spacecoin market in a random location, that each crewmember have to use for a few seconds to stop the draining.
|
|
Implants
Adrenal Implant
![Adrenal Implant](/w/images/a/ad/Injector.png) Adrenal Implant
|
Found in: Ordered via syndicate uplink, costs 8 telecrystals. Used for: Removing stuns, healing. Strategy: Surprise arresting officers by popping right back up after being tased. Proceed to murder shocked arresting officers.
|
Description
|
25+ players only An implant injected into the body, and later activated with an emote to inject a chemical cocktail with a mild healing effect and a removal of all stuns. Using it after being stunned will immediately bring you back to your feet. Has 3 uses.
|
|
Freedom Implant
![Freedom Implant](/w/images/a/ad/Injector.png) Freedom Implant
|
Found in: Ordered via syndicate uplink, costs 5 telecrystals. Used for: Escaping an arrest. Strategy: Instantly uncuffing yourself so you can make your escape/kill the arresting officer.
|
Description
|
If you inject yourself with the implanter inside, you can instantly get out of Handcuffs 4 times. This can be quite useful for a traitor, but it's nigh useless for the syndicate during nuke operations because most people just kill them on sight. Be wary that if security figure out you can break out of handcuffs, they'll typically opt to execute you instead of arresting you.
|
|
Storage Implant
![Storage Implant](/w/images/a/ad/Injector.png) Storage Implant
|
Found in: Ordered via syndicate uplink, costs 8 telecrystals. Used for: Storing suspicious items. Strategy: Use it to keep contraband, so it can't be discovered by a random search.
|
Description
|
If you inject yourself with the implanter inside, you'll gain an action button that reveals a two item storage space, that can't be detected without Surgery.
|
|
Radio Implant
![Internal Syndicate Radio Implant](/w/images/a/ad/Injector.png) Internal Syndicate Radio Implant
|
Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: Covert communication. Strategy: Chat with fellow syndicate members even after having your headset removed.
|
Description
|
This implants you with a hidden radio that can access the common and syndicate channels. Similar to a station-bounced radio, you can disable it to avoid suspicion. EMP-proof, but can't be modified with encryption keys.
|
|
Stealth Implant
![Stealth Implant](/w/images/2/20/Cardboard_box.png) Stealth Implant
|
Found in: Ordered via syndicate uplink, costs 8 telecrystals. Used for: Cardboard powered stealth action. Strategy: Sneak around the station inside an invisible cardboard box.
|
Description
|
This implant allows you to deploy inside a box that promptly turns invisible. If the box collides with a living being or vice versa, it will be temporarily revealed, pushing against the box will continue revealing it.
|
|
Storage Implant
![Storage Implant](/w/images/a/ad/Injector.png) Storage Implant
|
Found in: Ordered via syndicate uplink, costs 8 telecrystals. Used for: Hiding items from security. Strategy: Break out of brig any time.
|
Description
|
An implant injected into the body, and later activated at the user's will. It will open a small bluespace pocket capable of storing two regular-sized items.
|
|
Uplink Implant
![Uplink Implant](/w/images/a/ad/Injector.png) Uplink Implant
|
Found in: Ordered via syndicate uplink, costs 14 telecrystals. Used for: Spawning syndicate items without using your hands or PDA. Contains 10 telecrystals. Strategy: Useful if you want to try completing your objective without any syndicate items. Use it in the case you get Permabrigged.
|
Description
|
Injecting yourself with this will allow you to bring up a syndicate uplink menu by using a custom emote at any time. It comes with 10 telecrystals. If case you get captured, this is a get out of jail free card.
|
|
Role Restricted
Reverse Revolver
![Reverse Revolver](/w/images/6/6d/Revolver.png) Reverse Revolver
|
Found in: Ordered via syndicate uplink, costs 14 telecrystals. Only available to the Clown. Used for: Shooting people or tricking them into killing themselves. Strategy: shoot at people with it, have people shoot at you with it!
|
Description
|
This revolver with a special pin can only be shot straight by clumsy people. Everyone else who tries to fire it will instead shoot themselves in the face. People can prove hard to convince it's the real deal, especially metagamers that see a clown with a gun and know what's up. Advanced pranking would involve other traitors' revolvers.
|
|
Clown Bomb
![Clown Bomb](/w/images/3/3b/Syndicate_Bomb.gif) Clown Bomb
|
Found in: Ordered via syndicate uplink, costs 15 telecrystals. Only available to the Clown. Used for: Mass pranking. Strategy: Place this in a department that REALLY needs to cheer up.
|
Description
|
You know what's the only thing worse than a bomb?
A bomb that releases fifty clowns. It even honks instead of beeping.
|
|
Reverse Bear Trap
![Reverse Bear Trap](/w/images/d/d7/Reversebeartrap.png) Reverse Bear Trap
|
Found in: Ordered via syndicate uplink, costs 5 telecrystals. Only available to the Clown. Used for: Executing someone in a very spectacular, gruesome fashion. Strategy: Attack someone with it and keep them still for 3 seconds.
|
Description
|
An ingenious execution device worn on (or forced onto) the head. Arming it starts a 1-minute kitchen timer mounted on the bear trap. When it goes off, the trap's jaws will violently open, instantly killing anyone wearing it by tearing their jaws in half.
To arm, attack someone with it while they're not wearing headgear, and you will force it onto their head after three seconds uninterrupted.
The victim can attempt to disarm it. Each disarm attempt makes them a little more likely to succeed.
|
|
Australicus Slime Mutator
Description
|
Requires knowledge in xenobiology to use properly. Buying this gives you a syringe containing 1u Spider Extract. When this substance is injected into an unused gold slime extract it spawns three non-hostile and non-sentient broodmother spiders. These won't cause any havoc unless you manage to make them sentient, which can be done with a sentience potion made from light pink extracts (not included).
|
|
Clown Car
![Clown Car](/w/images/c/cd/Clowncar.png) Clown Car
|
Found in: Ordered via syndicate uplink, costs 20 telecrystals. Only available to the Clown. Used for: High-octane multi-seat pranking action. Strategy: Run people over, stuff them in your trunk. Henk!
|
Description
|
The clown car lets you run people over and stuff them inside your trunk. They're unable to escape unless you crash into a wall, which will fling you and any passengers outside!
Comes with a horn, a button to release all passengers and a lube-defense mechanism(tm) which has a 1/3 chance to drop some lube if someone decides to shoot at your sweet ride.
Only clowns can drive this.
|
|
EZ clean bundle
![EZ clean bundle](/w/images/f/fb/Grenade.png) EZ clean bundle
|
Found in: Ordered via syndicate uplink, costs 6 telecrystals. Only available to the Janitor. Used for: Cleaning every "stain" with maximum prejudice. Strategy: It still cleans and looks like a normal cleaning grenade, so you have a bit of headstart when throwing it in the middle of a crowded, dirty hallway. They will notice very soon though.
|
Description
|
This bundle of 3 illegal cleaning grenades from Waffle Co. have a generous serving of trademark reagent "ez clean", guaranteed to strip away any organic stain. Highly effective in littered, dirty, crowded hallways.
|
|
His Grace
![His Grace](/w/images/7/76/His_Grace.gif) His Grace
|
Found in: Ordered via syndicate uplink, costs 20 telecrystals. Only available to the Chaplain. Used for: Caedite eos. Novit enim Dominus qui sunt eius. Strategy: The counter resets with each body consumed, and with it the benefits. Try to build corpse stockpiles to minimize the risks of maximum buffs. The hunger also grows faster with each body consumed.
|
Description
|
His Grace is a powerful entity that can grant enormous powers in exchange for sacrifices. Spawned dormant use it inhand to activate it. Once activated and soulbound to the player, the hunger starts. As His Grace grows hungrier, it grants its wielder various buffs. It starts peckish, giving just a moderate damage buff. Then he hungers, giving some damage and healing when held, and will devour any that come near him if he is resting on the ground. More hunger leads to him being famished, at which point the damage and healing start to become considerable, but he will not let go of your hand anymore at this point. GET-FOOD. STARVING: NOW YOU DID IT. You are basically a hulk with a ridiculous healing buff; I hope you read this guide in advance, because you have about ten seconds to live befor-
DEATH: you are dead. The hunger was too much, so His Grace has worked his way up your arm and popped your head in his jaws like a ripe grape. At this point the counter resets, his grace rests on the ground one last time and if no assistants gets too close, becomes dormant again from the hunger. Bodies can be retrieved from his jaws, and changelings can revive and crawl out.
ASCENSION: If His Grace eats 25 people, it will turn a golden color, gain extra force and will never go back to sleep. It will always stay at its current hunger level.
|
|
Haunted Magic Eightball
![Haunted Magic Eightball](/w/images/6/6c/Eightball.png) Haunted Magic Eightball
|
Found in: Ordered via syndicate uplink, costs 2 telecrystals. Only available to the Curator. Used for: Communicating with Ghosts. Strategy: Help your decision making by asking ghost players "yes or no" questions.
|
Description
|
Just like the toy version, this eightball has a pool of twenty answers. The toy version just picks them randomly, while this haunted version polls all the ghosts and then picks the most popular answer selected by them. To use, it must be shaken for 15 seconds after you've spoken your question aloud, and then has a 3 minute cooldown between uses. Haunted and toy eightballs are indistinguishable except in the quality of their answers. Ghosts are fickle things and it's uncertain wether they will help you or not. Has a limited stock of 1 item.
The twenty possible answers are the following: "It is certain", "It is decidedly so", "Without a doubt", "Yes definitely", "You may rely on it", "As I see it, yes", "Most likely", "Outlook good", "Yes", "Signs point to yes", "Reply hazy try again", "Ask again later", "Better not tell you now", "Cannot predict now", "Concentrate and ask again", "Don't count on it", "My reply is no", "My sources say no", "Outlook not so good" and "Very doubtful".
|
|
Ancient Jumpsuit
![Ancient Jumpsuit](/w/images/1/1d/Grey_jumpsuit.png) Ancient Jumpsuit
|
Found in: Ordered via syndicate uplink, costs 20 telecrystals. Only available to Assistants. Used for: Show you are a seasoned greytider. Strategy: None.
|
Description
|
An old smelly grey jumpsuit, this item provides no benefit or disadvantage other than bragging rights.
|
|
Ancient Toolbox
![Ancient Toolbox](/w/images/4/4a/Testbox.png) Ancient Toolbox
|
Found in: Ordered via syndicate uplink, costs 2 telecrystals. Only available to Assistants. Used for: Bashing heads in and everything tool-related. Strategy: Bash people, bash windows, hacking doors, increase its damage with telecrystals.
|
Contents
|
Description
|
![](/w/images/9/9a/Welder.png)
|
A toolbox specially preserved and modified for your robusting needs, comes with regular tools, not syndicate ones, thus the tools are not special, however it comes with Insulated Gloves, to top it off it increases in brute the more telecrystals you have inside it! Does not come with a analyzer.
|
|
Modified Syringe Gun
![Modified Syringe Gun](/w/images/d/d4/Sgun.png) Modified Syringe Gun
|
Found in: Ordered via syndicate uplink, costs 14 telecrystals. Only available to the Geneticist and the Chief Medical Officer. Used for: Instantly injecting someone with DNA from a distance. Strategy: Shoot someone with a mutator with a bad disability.
|
Description
|
A syringe gun that fires DNA injectors instead of normal syringes.
|
|
Banana Cream Pie Cannon
![Banana Cream Pie Cannon](/w/images/3/36/Pie_cannon.png) Banana Cream Pie Cannon
|
Found in: Ordered via syndicate uplink, costs 10 telecrystals. Only available to the Clown. Used for: Shooting pies into people's faces. Strategy: Shoot people in the face with it and then finish them off by other means.
|
Description
|
A special pie cannon for a special clown. This gadget can hold up to 20 pies and automatically fabricates one every two seconds.
|
|
Magillitis Serum Autoinjector
![experimental autoinjector](/w/images/8/83/Bottle16.png) experimental autoinjector
|
Found in: Ordered via syndicate uplink, costs 15 telecrystals. Only available to the Geneticist and the Chief Medical Officer. Used for: Going apeshit. Strategy: Use this on yourself and start smashing things.
|
Description
|
Contains a chemical that turns you into a fast, tough gorilla after a short while.
|
|
Box of Gorilla Cubes
![Box of Gorilla Cubes](/w/images/e/e3/Monkey_Cube_Box.png) Box of Gorilla Cubes
|
Found in: Ordered via syndicate uplink, costs 6 telecrystals. Only available to the Geneticist and the Chief Medical Officer. Used for: Spreading mayhem, raising a sentient gorilla army. Strategy: These are similar to monkey cubes, but will release angry gorillas when rehydrated. Especially fun when combined with sentience potions!
|
Description
|
A box with three Waffle Co. brand gorilla cubes. Expose them to water and watch the mayhem from a safe distance.
|
|
Kinetic Accelerator Pressure Mod
![Kinetic Accelerator Pressure Mod](/w/images/c/cb/Modkit.png) Kinetic Accelerator Pressure Mod
|
Found in: Ordered via syndicate uplink, costs 5 telecrystals. Only available to the Shaft Miner. Only 2 in stock. Used for: Making your Kinetic Accelerator a weapon for use on the station. Strategy: Use this to make your Kinetic Accelerator a powerful weapon in pressurized environments like on the station.
|
Description
|
A modification kit which allows Kinetic Accelerators to do greatly increased damage while indoors. Occupies 35% mod capacity. Use 2 for full damage.
|
|
Guide to Advanced Mimery Series
![Guide to Advanced Mimery Series Part 1 & 2](/w/images/b/b7/Syndibox.png) Guide to Advanced Mimery Series Part 1 & 2
|
Found in: Ordered via syndicate uplink, costs 12 telecrystals. Only available to the Mime. Used for: Shooting bullets out of your fingers. Making invisible 3x1 walls. Strategy: Killing someone with your fingers or putting up a wall to escape your pursuers.
|
Contents
|
Description
|
|
The classical two part series on how to further hone your mime skills. Upon studying the series, the user should be able to make 3x1 invisible walls, and shoot bullets out of their fingers.
|
|
Explosive Hot Potato
![Explosive Hot Potato](/w/images/c/c2/Potato.png) Explosive Hot Potato
|
Found in: Ordered via syndicate uplink, costs 4 telecrystals. Only available to Cooks, Botanists, the Clown and the Mime. Used for: Causing mass panic and small explosions. Strategy: Activate and hit someone to transfer it to them, and watch the madness!
|
Description
|
When used inhand, a special mechanism activates preventing it from being dropped, and a timer starts. The potato can only be transferred away from you by hitting another being with it, and when the timer expires it explodes.
|
|
Brainwashing Surgery Program
![Brainwashing Surgery Program](/w/images/0/06/Disk.gif) Brainwashing Surgery Program
|
Found in: Ordered via syndicate uplink, costs 5 telecrystals. Only available to Medical Doctors, CMO and Roboticists. Used for: Turning people into mindslaves through surgery. Strategy: Brainwash people, preferably authority figures, to fulfill your will.
|
Description
|
A disk containing the procedure to perform a brainwashing surgery, allowing you to implant a primary objective onto a target which he/she must obey. Insert into an Operating Console to enable the procedure.
|
|
Reagent Dartgun
![Reagent Dartgun](/w/images/0/06/Regeantdartgun.png) Reagent Dartgun
|
Found in: Ordered via syndicate uplink, costs 12 telecrystals. Only available to the Chemist and the Chief Medical Officer. Used for: Shooting chemicals without reloading syringes. Strategy: Use it as you would a normal syringe gun; the only difference is that it holds up to 4 syringes that it produces automatically.
|
Description
|
This special dartgun produces 4 syringes every 25 seconds and draws from an internal 100u chemical tank.
|
|
Blast Cannon
![Blast Cannon](/w/images/4/4c/Loaded_blastcannon.png) Blast Cannon
|
Found in: Ordered via syndicate uplink, costs 14 telecrystals. Only available to Scientists and the Research Director. Used for: Firing your own immovable rod, sniping AIs from across Z-levels. Strategy: Load it with a TTV bomb and delete everything in a straight line.
|
Description
|
This unassuming piece of hardware can load TTVs and will launch a projectile in a straight line, until it gets stopped by a wall. Wall penetration power is determined by the bomb's theoretical explosion size. Projectiles fly across Z-levels, which is very fun with looping Z-levels, or even just for sniping AIs across space.
|
|
Concealed Weapon Bay
![Concealed Weapon Bay](/w/images/3/36/Brokenbottle.png) Concealed Weapon Bay
|
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.
|
Description
|
The concealed weapon bay is an item that attaches to non-combat mechs such as Ripleys or Odysseuses and allows them to equip one mech weapon. A mech can only have one attached. Examining the mech will not reveal the attached weapon (although the raising message still shows).
|
|
(Pointless) Badassery
Syndicate Playing Cards
![Syndicate Playing Cards](/w/images/6/6a/Syndi_cards.png) Syndicate Playing Cards
|
Found in: Ordered via syndicate uplink, costs 1 telecrystal. Used for: Playing cards, cheap throwing stars. Strategy: Use these as a shitty throwing weapon, when you're bored and playing cards is the only option left, or as a signature for your murders.
|
Description
|
A special deck of space-grade playing cards with a mono-molecular edge and metal reinforcement, making them slightly more robust than a normal deck of cards.
|
|
Syndicate Briefcase Full of Cash
![Syndicate Briefcase Full of Cash](/w/images/a/a1/Briefcase.png) Syndicate Briefcase Full of Cash
|
Found in: Ordered via syndicate uplink, costs 1 telecrystal. Used for: Trading. Roleplay. Strategy: Use the cash to buy your objective, or export it with cargo to order crates.
|
Description
|
A secure briefcase containing 5000 space credits. Useful for bribing personnel, or purchasing goods and services at lucrative prices. The briefcase also feels a little heavier to hold; it has been manufactured to pack a little bit more of a punch if your client needs some convincing.
|
|
Syndicate Smokes
![Syndicate Smokes](/w/images/4/43/Syngarettes.png) Syndicate Smokes
|
Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Cool-looking regeneration. Strategy: Smoke them to inhale omnizine and heal over time.
|
Description
|
Strong flavor, dense smoke, infused with omnizine. Captain starts with these in his smoke vendor on Metastation.
|
|
Syndicate Balloon
!["Syndicate Balloon"](/w/images/4/48/Balloon.png) "Syndicate Balloon"
|
Found in: Ordered via syndicate uplink, costs 20 telecrystals. Used for: Showing off. Strategy: Buy this if you feel you can do your objectives without the use of syndicate items.
|
Description
|
A red balloon with a white S on it. It floats. Security may arrest you for having one. You could buy multiple of these if part of a nuke team.
|
|
Nuclear Strike Team
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](/w/images/f/f9/Duffle_syndiemed.png) Bioterror bundle
|
Found in: Ordered via syndicate uplink, costs 30 telecrystals, saving 12. Used for: Getting all you need to commit several war crimes. Strategy: Start a biological disaster, and spread chaos among the crew.
|
|
Bulldog bundle
![Bulldog bundle](/w/images/4/48/Duffle_syndie.png) Bulldog bundle
|
Found in: Ordered via syndicate uplink, costs 13 telecrystals, saving 3. Used for: Getting a well rounded shotgun kit. Strategy: Shoot people with it.
|
|
C-20r bundle
![C-20r bundle](/w/images/4/48/Duffle_syndie.png) C-20r bundle
|
Found in: Ordered via syndicate uplink, costs 14 telecrystals, saving 2. Used for: Getting a classic and reliable gun. Strategy: Shoot people with it.
|
|
Cybernetic Implant Bundle
![Cybernetic Implant Bundle](/w/images/f/f9/Duffle_syndiemed.png) Cybernetic Implant Bundle
|
Found in: Ordered via syndicate uplink, costs 40 telecrystals. Used for: Implanting your team. Strategy: Implant it in your team.
|
Description
|
Contains 5 random cybernetic implants. Guaranteed to at least pay for its cost.
|
|
Medical bundle
![Medical bundle](/w/images/f/f9/Duffle_syndiemed.png) Medical bundle
|
Found in: Ordered via syndicate uplink, costs 15 telecrystals, saving 5. Used for: Getting a rounded medical kit. Strategy: Become a combat medic to keep your team up and running.
|
Description
|
The support specialist: Aid your fellow operatives with this medical bundle. Contains a combat first-aid kit loaded with medical gauze, a compact defibrillator, a brute and burn patch, a Chloral Hydrate syringe, and a combat hypospray loaded with:
Also includes night vision health HUD glasses, a Donksoft machine gun, a box of ammo, and a pair of magboots to rescue your friends in no-gravity environments.
|
|
Sniper bundle
![Sniper bundle](/w/images/a/a1/Briefcase.png) Sniper bundle
|
Found in: Ordered via syndicate uplink, costs 20 telecrystals, saving 6. Used for: Getting all you need to start sniping. Strategy: Become a long-range sniper.
|
|
Spetsnaz Pyro bundle
![Spetsnaz Pyro bundle](/w/images/4/48/Duffle_syndie.png) Spetsnaz Pyro bundle
|
Found in: Ordered via syndicate uplink, costs 30 telecrystals, saving 12. Used for: Getting all you need to watch the worldstation burn. Strategy: Start fires everywhere. Make sure the other operatives are wearing fireproof suits as well.
|
|
Conspicuous and Dangerous Weapons
Bulldog Shotgun
![Bulldog Shotgun](/w/images/0/07/Bulldog.png) Bulldog Shotgun
|
Found in: Ordered via syndicate uplink, costs 8 telecrystals. Used for: Killing/Stunning people. Strategy: A robust shotgun. Holds a wide selection of ammo types.
|
Description
|
The Bulldog is a semi-automatic drum fed shotgun that can hold up to 8 shells. This can make a excellent fallback weapon or a robust primary weapon by itself. While its suffers from the drawbacks of shotguns (less damage at range) it can nonetheless make a reliable and cheap alternative to other more expensive weapons. A Bulldog with stun shells and a Stechkin can make for a cheap alternative C20r SMG when strapped for telecrystals. Initially loaded with a stun shells drum, it must be loaded with other kinds of ammo to do damage. Starts with a syndicate firing pin, which prevents enemies from using it.
|
|
[Show/hide] Bulldog Ammo
Ammo-12g Stun Slug
![Stun Slug Drum Magazine](/w/images/4/4a/StunSlug.png) Stun Slug Drum Magazine
|
Found in: Ordered via syndicate uplink, costs 2 telecrystal, only available to Nuclear Agents. Free Magazine in starting Bulldog. Used for: Loading the Bulldog. Strategy: Lock and load.
|
Description
|
A 8 round drum magazine for use in the Bulldog Shotgun. Functions akin to a stun round from a energy gun or C20r, has unlimited range, deals 5 brute damage and stuns for the standard 10 second limit. A reliable way to stun a target, but not effective in killing them. When used in conjunction with a more lethal weapons, such as the Energy Sword or Stechkin pistol, it can be extremely lethal.
|
|
Ammo-12g Buckshot
![Buckshot Drum Magazine](/w/images/6/60/BuckshotBull.png) Buckshot Drum Magazine
|
Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Loading the Bulldog. Strategy: Lock and load.
|
Description
|
A 8 round drum magazine for use in the Bulldog Shotgun. Essentially functions as any normal shotgun, deals great damage in close range combat, dealing 75 brute damage if all pellets hit, but at mid to long range deals very variable if not very little damage. Akin to most shotguns a buckshot magazine is unreliable in ranged combat, however this ammo type excels in close range encounters such as maintenance or when holding a corner.
|
|
Ammo-12g Slugs
![Slug Drum Magazine](/w/images/6/60/BuckshotBull.png) Slug Drum Magazine
|
Found in: Ordered via syndicate uplink, costs 3 telecrystals. Used for: Loading the Bulldog. Strategy: Lock and load.
|
Description
|
A 8 round drum magazine for use in the Bulldog Shotgun. Shoots one single 60-damage projectile. Deals less damage in close quarters, but it's better when fighting at longer distances. Also reduces the chance of hitting felow operatives.
|
|
Ammo-12g Dragon's Breath
![Dragon's Breath Drum Magazine](/w/images/c/cf/DragonBreathBull.png) Dragon's Breath Drum Magazine
|
Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Loading the Bulldog. Strategy: Lock and load.
|
Description
|
A 8 round drum magazine for use in the Bulldog Shotgun. Dragon's Breath shells trade immediate damage, dealing only 20 brute damage if all pellets hit a target, for long term damage in setting anyone caught in its blast on fire. A shot from a Dragon's Breath magazine leaves a long trail of fire that quickly dissipates, but can be effective in setting many crew members on fire. Don't shoot your own teammates in the back.
|
|
Ammo-12g Breaching
![Breaching Drum Magazine](/w/images/4/49/BreachingBull.png) Breaching Drum Magazine
|
Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Loading the Bulldog. Strategy: Lock and load.
|
Description
|
A 8 round drum magazine for use in the Bulldog Shotgun. Breaching shells shoot one single, 10 damage bullet, that stuns any person it hits. The real value of these shells is that anything hit by them is knocked away, including normally anchored things like airlocks.
|
|
Ammo-12g Bundle
![Drum Magazine Bundle](/w/images/4/48/Duffle_syndie.png) Drum Magazine Bundle
|
Found in: Ordered via syndicate uplink, costs 12 telecrystals, saving 7. Used for: Loading Bulldogs. Strategy: Lock and load.
|
Description
|
Contains several drums to reload Bulldog shotguns. Contains 6 stun drums, a buckshot drum, a slug drum and a dragon's breath drum.
|
|
C-20r Submachine Gun
![C-20r Submachine Gun](/w/images/4/4e/C20r.png) C-20r Submachine Gun
|
Found in: Ordered via syndicate uplink, costs 10 telecrystals. Used for: Killing people. Strategy: The signature weapon of Nuke Ops, it deals reliable damage and fires in two-round bursts.
|
Description
|
Deals 30 brute damage per round, with 24-round magazines. A reliable and robust weapon. Can also be fitted with a Silencer. Starts with a syndicate firing pin, which prevents enemies from using it.
|
|
[Show/hide] C-20r Ammo
.45 Ammo
![.45 Ammo](/w/images/b/b9/45Mag.png) .45 Ammo
|
Found in: Ordered via syndicate uplink, costs 3 telecrystals. Used for: Loading a C-20r SMG. Strategy: Lock and load.
|
|
.45 Ammo Bundle
![.45 Ammo Bundle](/w/images/4/48/Duffle_syndie.png) .45 Ammo Bundle
|
Found in: Ordered via syndicate uplink, costs 20 telecrystals. Used for: Loading several C-20r SMGs. Strategy: Lock and load.
|
Description
|
Contains 9 C-20r SMG magazines, for a total of 216 shots.
|
|
L6 Squad Automatic Weapon
![L6 SAW](/w/images/3/3b/L6machinegun.png) L6 SAW
|
Found in: Ordered via syndicate uplink, costs 18 telecrystals. Used for: Mowing people down. Strategy: An expensive investment, designed for consistent and powerful fire support for assault teams.
|
Description
|
Holds the most ammo of any gun available: 50 1.95x129mm rounds dealing 45 brute damage each. Three good shots on someone and they're down. Shoots in three-round bursts and needs two free hands to use - if the other hand is holding something, the SAW will fall off your hands when shooting. Starts with a syndicate firing pin, which prevents enemies from using it.
|
|
[Show/hide] SAW Ammo
1.95x129mm Box Magazine
![Ammo-5.56x45mm](/w/images/9/96/A762.png) Ammo-5.56x45mm
|
Found in: Ordered via syndicate uplink, costs 6 telecrystals. Used for: Loading the L6 SAW. Strategy: Lock and load.
|
Description
|
A 50-round magazine of 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.
|
|
1.95x129mm (Hollow-Point) Box Magazine
![Ammo-5.56x45mm (Hollow-Point) Box Magazine](/w/images/9/96/A762.png) Ammo-5.56x45mm (Hollow-Point) Box Magazine
|
Found in: Ordered via syndicate uplink, costs 6 telecrystals. Used for: Loading the L6 SAW. Strategy: Lock and load.
|
Description
|
A 50-round magazine of 1.95x129mm Hollow-Point ammunition, that deals 60 damage on hit, that is however heavily reduced by armor.
|
|
1.95x129mm (Armor Penetrating) Box Magazine
![Ammo-5.56x45mm (Armor Penetrating) Box Magazine](/w/images/9/96/A762.png) Ammo-5.56x45mm (Armor Penetrating) Box Magazine
|
Found in: Ordered via syndicate uplink, costs 9 telecrystals. Used for: Loading the L6 SAW. Strategy: Lock and load.
|
Description
|
A 50-round magazine of 1.95x129mm Armor Penetrating ammunition, that deals 40 damage on hit and negates all but the most durable armor.
|
|
1.95x129mm (Incendiary) Box Magazine
![Ammo-5.56x45mm (Incendiary) Box Magazine](/w/images/9/96/A762.png) Ammo-5.56x45mm (Incendiary) Box Magazine
|
Found in: Ordered via syndicate uplink, costs 6 telecrystals. Used for: Loading the L6 SAW. Strategy: Lock and load.
|
Description
|
A 50-round magazine of 1.95x129mm Incendiary ammunition, that only deals 20 damage on hit but leaves a fiery trail, while setting targets hit on fire as well.
|
|
Sniper Rifle
![Sniper Rifle](/w/images/8/8f/Sniper.png) Sniper Rifle
|
Found in: Ordered via syndicate uplink, costs 16 telecrystals. Used for: Killing people from far away. Strategy: A long-range sniper rifle, useful for shooting down hallways or from space.
|
Description
|
The Sniper Rifle is a high-power long range weapon fitted with a scope; activating the scope will move your screen several tiles in front of you, allowing you to see further than normally possible, allowing you to shoot unaware targets. Requires a free hand to use. Initially loaded with 6 .50 sniper rounds, which deal 70 damage, stun, penetrate armor, and have a chance of dismembering limbs. They can also deal significant damage to objects, destroying airlocks and machinery in one or two hits. Starts with a syndicate firing pin, which prevents enemies from using it.
|
|
[Show/hide] Sniper Ammo
.50 Magazine
![.50 Magazine](/w/images/2/22/Sniper_ammo.png) .50 Magazine
|
Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: Loading the Sniper Rifle. Strategy: Lock and load.
|
Description
|
A 6-round magazine of .50 ammunition for the sniper rifle. Deals 70 damage, stuns, penetrates armor and destroys machinery on hit.
|
|
.50 Soporific Magazine
![.50 Soporific Magazine](/w/images/9/9a/Sniper_ammo_sleep.png) .50 Soporific Magazine
|
Found in: Ordered via syndicate uplink, costs 6 telecrystals. Used for: Loading the Sniper Rifle. Strategy: Lock and load.
|
Description
|
A 6-round magazine of .50 soporific ammunition for the sniper rifle. Deals no damage and doesn't break machinery, but any human hit by these will fall asleep for about 40 seconds.
|
|
.50 Penetrator Magazine
![.50 Penetrator Magazine](/w/images/2/22/Sniper_ammo.png) .50 Penetrator Magazine
|
Found in: Ordered via syndicate uplink, costs 5 telecrystals. Used for: Loading the Sniper Rifle. Strategy: Lock and load.
|
Description
|
A 6-round magazine of .50 penetrating ammunition for the sniper rifle. Deals 60 damage, doesn't stun, dismember or break machinery. But it passes through everything it hits, including walls, making it extremely useful for crowds or very protected targets, like the AI.
|
|
Surplus Rifle
![Surplus Rifle](/w/images/9/95/Surplus_rifle.png) Surplus Rifle
|
Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Arming someone cheaply. Strategy: A cheap rifle. Better than nothing, if you've got a pair of spare TC. In actual combat it's worse than the Stechkin pistol, the one all operatives get for free.
|
Description
|
A Mosin Nagant bolt-action rifle, loaded with 5 7.62 bullets. Deals 60 damage on hit, but must be loaded every shot.
|
|
[Show/hide] Surplus Rifle Ammo
Surplus Rifle Clip
![Surplus Rifle Clip](/w/images/c/cc/Surplus_ammo.png) Surplus Rifle Clip
|
Found in: Ordered via syndicate uplink, costs 1 telecrystal. Used for: Loading the Surplus Rifle. Strategy: Lock and load.
|
Description
|
A stripper clip used to quickly load bolt action rifles. Contains 5 rounds.
|
|
M-90gl Carbine
![M-90gl Carbine](/w/images/3/36/Brokenbottle.png) M-90gl Carbine
|
Found in: Ordered via syndicate uplink, costs 18 telecrystals. Used for: Versatile crowd control. Strategy: Combine it with an energy shield.
|
Description
|
This carbine has a three-round burst setting as well as an underbarrel grenade launcher. Magazines are hold 30 rounds of bullets that deal 35 damage each, which is more than enough against unarmored targets.
|
|
[Show/hide] M-90gl Carbine Ammo
5.56mm Toploader Magazine
![5.56mm Toploader Magazine](/w/images/3/36/Brokenbottle.png) 5.56mm Toploader Magazine
|
Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: Loading the M-90gl Carbine. Strategy: Lock and load.
|
Description
|
It's a magazine. Every time you call it a clip, god, kills a kitten.
|
|
40mm HE Grenade
![40mm HE Grenade](/w/images/3/36/Brokenbottle.png) 40mm HE Grenade
|
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.
|
Description
|
These grenades do not fit in regular grenade launchers.
|
|
Flamethrower
![Flamethrower](/w/images/a/ad/Flamethrower.png) Flamethrower
|
Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: Setting things on fire. Strategy: A plasma-loaded flamethrower. Make sure you and your team have fireproof suits when using this, or you'll end up burning yourself.
|
Description
|
Shoots jets of burning plasma. Has little stopping power, but will usually cause enemies to retreat. Can be reloaded by using plasma tanks or canisters in Toxins or Engineering.
|
|
Toy Submachine Gun
![Donksoft SMG](/w/images/6/60/Fake_c20r.png) Donksoft SMG
|
Found in: Ordered via syndicate uplink, costs 5 telecrystals. Used for: Doing stamina damage and knocking people down. Making people react too late. Strategy: Deals no real damage, but the riot darts it's loaded with cause 25 stamina damage, knocking victims down.
|
Description
|
A toy SMG. Guaranteed to not be taken seriously until it's too late. Loaded with 20 darts. Starts with a syndicate firing pin, which prevents enemies from using it.
|
|
Toy Machine Gun
![Donksoft LMG](/w/images/4/47/Fake_SAW.png) Donksoft LMG
|
Found in: Ordered via syndicate uplink, costs 10 telecrystals. Used for: Doing stamina damage and knocking people down. Making people react too late. Strategy: Deals no real damage, but the riot darts it's loaded with cause 25 stamina damage, knocking victims down.
|
Description
|
A toy SAW. Guaranteed to not be taken seriously until it's too late. Loaded with 50 darts. Starts with a syndicate firing pin, which prevents enemies from using it.
|
|
Box of Riot Darts
![Box of Riot Darts](/w/images/8/85/Foambox_riot.png) Box of Riot Darts
|
Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Loading toy weapons. Strategy: Lock and load.
|
Description
|
Contains 40 Riot Foam Darts, that deal 25 stamina damage. They can also be reused if collected from the ground.
|
|
84mm Rocket Propelled Grenade Launcher
![Rocket Propelled Grenade Launcher](/w/images/3/36/Brokenbottle.png) Rocket Propelled Grenade Launcher
|
Found in: Ordered via syndicate uplink, costs 8 telecrystals. Used for: Blowing holes into mechs, walls and people. Strategy: Crew is hiding inside body bags again? Surprise them with an HE rocket. Durand ruining your day? Hit it with a high-yield HEDP rocket.
|
Description
|
A reusable rocket propelled grenade launcher preloaded with a low-yield 84mm HE round.
|
|
[Show/hide] Rocket Propelled Grenade Launcher Ammo
84mm HE Rocket
![84mm HE Rocket](/w/images/3/36/Brokenbottle.png) 84mm HE Rocket
|
Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: Loading the RPG. Strategy: Land a direct hit to dismember and kill the unfortunate target.
|
Description
|
A low-yield anti-personnel HE rocket.
|
|
84mm HEDP Rocket
![84mm HEDP Rocket](/w/images/3/36/Brokenbottle.png) 84mm HEDP Rocket
|
Found in: Ordered via syndicate uplink, costs 6 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.
|
Description
|
A high-yield HEDP rocket; extremely effective against armored targets (mechs and silicons), as well as surrounding personnel.
|
|
Biohazardous Chemical Sprayer
![Biohazardous Chemical Sprayer](/w/images/f/f2/Bio_chem_sprayer.png) Biohazardous Chemical Sprayer
|
Found in: Ordered via syndicate uplink, costs 20 telecrystals. Used for: Extreme Crowd Control. Strategy: Shoots dangerous poisons.
|
Description
|
A high-volume chemical sprayer loaded with the most lethal poisons available to the syndicate; anyone caught by the spray will die a quick and painful death if not treated immediately or wearing protective clothing.
|
|
Grenades and Explosives
Bioterror Foam Grenade
![Chemical Foam Grenade](/w/images/f/fb/Grenade.png) Chemical Foam Grenade
|
Found in: Ordered via syndicate uplink, costs 5 telecrystals. Used for: Crowd Control. Strategy: Emits extremely debilitating foam.
|
Description
|
A powerful chemical foam grenade which creates a deadly torrent of foam that will mute, blind, confuse, mutate, and irritate carbon lifeforms. Specially brewed by Tiger Cooperative chemical weapons specialists using additional spore toxin. Ensure suit is sealed before use.
|
|
Buzzkill Grenade Box
![Buzzkill Grenade Box](/w/images/b/b7/Syndibox.png) Buzzkill Grenade Box
|
Found in: Ordered via syndicate uplink, costs 15 telecrystals. Used for: Covering the station in BEEEEEES. Strategy: Toss one in a crowded area and watch the bees attack anyone who isn't wearing thick clothing.
|
Description
|
These grenades release ten bees that will indiscriminately attack anyone with random toxins. Keep in mind that bees can't attack people wearing thick clothing - like hardsuits and EVA/fire/bio/EOD suits as well as some costumes.
|
|
Fungal Tuberculosis Grenade
![Fungal Tuberculosis Grenade](/w/images/2/2b/Box.png) Fungal Tuberculosis Grenade
|
Found in: Ordered via syndicate uplink, costs 12 telecrystals. Used for: Biological Warfare. Strategy: Spreads an extremely dangerous and infectious virus.
|
Description
|
A box that contains several ways to apply the Fungal Tuberculosis virus: an extremely virulent and hard to cure disease that stuns and suffocates its targets. The box contains a viral smoke grenade, 5 single-use instant injectors, a culture bottle and a normal syringe.
|
|
Grenadier's Belt
![Grenadier's Belt](/w/images/4/4e/Combat_belt.png) Grenadier's Belt
|
Found in: Ordered via syndicate uplink, costs 22 telecrystals. Used for: Lobbing several kinds of grenades. Strategy: Contains a grenade for every situation. Avoid blowing yourself up with them.
|
Description
|
A belt containing a large amount of assorted grenades. TO be specific, it contains:
- 1 Flashbang;
- 4 Smoke Bombs;
- 2 EMP Grenades;
- 10 Frag Grenades: A bit less powerful than minibombs, but with a higher flame range;
- 4 Gluon Grenades: They deal radiation damage when exploding, and freeze the surrounding area afterwards, making it slippery;
- 2 Incendiary Grenades: They spread a wave of plasmafire, burning everything in their path;
- 1 Fluorosulfuric Acid Smoke Grenade: It will spread extremely potent acid in its area of effect, melting armor, objects and people inside;
- 2 Syndicate Minibombs;
- Screwdriver and Multitool to customize grenades. Some different triggers can be found in the Syndicate Infiltrator Ship.
|
|
Syndicate Detonator
![Syndicate Detonator "Big red button"](/w/images/d/d6/Big_red_button.png) Syndicate Detonator "Big red button"
|
Found in: Ordered via syndicate uplink. It costs 3 telecrystals. Used for: Detonating all syndicate bombs at once. Strategy: Coordinating bomb blasts to destroy multiple objects simultaneously.
|
Description
|
The Syndicate Detonator is a companion device to the Syndicate Bomb. Simply press the included button and an encrypted radio frequency will instruct all live syndicate bombs to detonate. Useful for when speed matters or you wish to synchronize multiple bomb blasts. Be sure to stand clear of the blast radius before using the detonator.
Operatives start with a working detonator in their base, buying this is usually redundant.
|
|
Viscerator Delivery Grenade
![Viscerator Grenade](/w/images/b/b6/Delivery_grenade.png) Viscerator Grenade
|
Found in: Ordered via syndicate uplink, costs 5 telecrystals. Used for: Crowd Control. Strategy: Shoot several killdrones that will try to hack off people's limbs.
|
Description
|
This grenade, when thrown, will disperse 10 manhack viscerators. They will proceed to chase and attack any nearby Non-Syndicate personnel. They deal a surprisingly high amount of damage over time but can be outrun easily. The grenade is fantastic at helping clearing out a crowd of crewmen. However, it can be ineffective against Security personnel and the Captain as their armor and weapons allow them to ignore the viscerators long enough to (try to) gun you down. They are also extremely sharp and can outright sever limbs when attacking.
|
|
Stealthy and Inconspicuous Weapons
CQC Manual
!['Old Manual'](/w/images/f/fb/CQC_manual.png) 'Old Manual'
|
Found in: Ordered via syndicate uplink, costs 13 telecrystals. Used for: Remembering the basics of tactical Close-Quarters Combat. Strategy: Read it and practice combos. Useful when combined with adrenals, noslips and added protection, like an energy shield or a shielded hardsuit or for killing someone when they least expect it.
|
Description
|
Reading this single-use book will teach you the basics of CQC - a martial art. You learn devastating combos and when throw is active, have a chance to block and counter attacks. This is the same skill as Cooks can use in the kitchen, except anywhere.
Your punches do bonus damage, and your grabs will start as aggressive.
You can combo attacks by switching intents while hitting. Possible Combos:
- Slam: Grab Harm. Slam opponent into the ground (10 brute and 12 sec paralyze). Only works on people standing.
- CQC Kick: Harm Harm. If the opponent was paralyzed they'll be knocked out (30 sec sleep and 15 brain damage up to max 150). Else they'll be knocked away and take 10 brute.
- Restrain: Grab Grab. Locks opponent into a restraining position (10 sec stun, 20 stamina damage). Disarm while restraining and pulling to knock them out with a choke hold (40 sec sleep).
- Pressure: Disarm Grab. Deals 60 stamina damage.
- Consecutive CQC: Disarm Disarm Harm. Mainly damaging move (25 brute and 50 stamina damage).
|
|
Stealth and Camouflage Items
Stealthy No-Slip Chameleon Shoes
![Stealthy No-Slip Chameleon Shoes](/w/images/1/10/Brshoe.png) Stealthy No-Slip Chameleon Shoes
|
Found in: Ordered via syndicate uplink, costs 4 telecrystals Used for: Not slipping. Strategy: The nuke ops version of no-slips.
|
Description
|
Aside from the name, these work exactly the same as regular noslips.
|
|
Space Suits and Hardsuits
Elite Syndicate Hardsuit
![Elite Syndicate Hardsuit](/w/images/7/73/Elite_hardsuit.png) Elite Syndicate Hardsuit
|
Found in: Ordered via syndicate uplink, costs 8 telecrystals. Used for: Having better armor and fireproofing. Strategy: Wear it.
|
Description
|
Works like a Syndicate Hardsuit, but it's more armored and completely immune to fire and acid. Useful when using fire-based weapons. Resistances: melee = 60, bullet = 60, laser = 50, energy = 25, bomb = 55, bio = 100, rad = 70, fire = 100, acid = 100.
|
|
Shielded Hardsuit
![Shielded Hardsuit (Blood-red Hardsuit)](/w/images/e/ec/Syndi_hardsuit.png) Shielded Hardsuit (Blood-red Hardsuit)
|
Found in: Ordered via syndicate uplink, costs 30 telecrystals. Used for: Having better armor and fireproofing. Strategy: Wear it.
|
Description
|
Looks like a Syndicate Hardsuit, but it has a shield that completely negates attacks until it depletes. Stores up to 3 charges, which regenerate when not being hit for 20 seconds. If the shielding falls, it has the same armor as a normal Syndicate hardsuit, but with full Acid and Fire protection. Resistances: melee = 40, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50, fire = 100, acid = 100.
|
|
Devices and Tools
Blood-Red Magboots
![Blood-Red Magboots](/w/images/2/22/Syndi_magboots.png) Blood-Red Magboots
|
Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Working without gravity. Strategy: Activate them if the gravity generator stops working.
|
Description
|
A pair of magnetic boots that will keep you on the ground if the gravity fails or is sabotaged, giving you a mobility advantage. If activated with gravity they will protect from slips, but they will slow you down.
|
|
Assault Pod Targeting Device
![Assault Pod Targeting Device](/w/images/c/cd/Gangtool_red.png) Assault Pod Targeting Device
|
Found in: Ordered via syndicate uplink. It costs 30 telecrystals. Used for: Dropping on the station with style. Strategy: Use this to drop into a central area, giving less time to react to the crew.
|
Description
|
This device allows you to aim and use the assault pod located to the east of the syndicate base. The doors are id-locked to operatives and it's defended by wall-mounted automatic guns, making it a safe location to retreat to if necessary.
It cannot return to the syndicate station, so at least one operative should send the ship onto the station to be able to come back. Also, don't forget the nuke behind!
|
|
Energy Shield
![Energy Shield](/w/images/0/0a/Eshield.png) Energy Shield
|
Found in: Ordered via syndicate uplink, costs 16 telecrystals. Used for: Protecting yourself from energy weapons Strategy: This is a very powerful asset, it will deflect all energy based ranged attacks, laser or stun. This makes it significantly harder for station personnel to attack or subdue you at range as only the armoury's riot shotguns will be effective in bypassing the energy shield. While expensive, having the people up front wield an energy shield makes for a good breaching strategy.
|
Description
|
An incredibly useful personal shield projector, capable of reflecting energy projectiles and defending against other attacks.
|
|
Medbeam Gun
![Medbeam Gun](/w/images/5/50/Medgun.png) Medbeam Gun
|
Found in: Ordered via syndicate uplink, costs 15 telecrystals. Used for: Constant and free healing. Strategy: Use it on a target to begin healing it.
|
Description
|
A very efficient healing tool, that doesn't require the constant attention of the healer, since he can keep it in his offhand while shooting with the other hand. It cannot self-heal, however.
Crossing the streams or trying to heal a target already being healed by another medbeam will cause a huge explosion. Be very wary when using two medbeam guns, or avoid buying two altogether.
|
|
Syndicate Medical Supply Kit
![Syndicate Medical Supply Kit](/w/images/8/88/Syndicate_Medical_Supply_Kit.png) Syndicate Medical Supply Kit
|
Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: Healing your fellow operatives. Strategy: Use this to keep your team alive.
|
Description
|
The syndicate medkit is a suspicious black and red. Included is a combat stimulant injector for rapid healing, a night vision medical hud for quick identification of injured comrades, a brute and burn healing patch, and a combat defibrillator that fits in belts and works through exosuits (usually useless due to explosive implants).
|
|
Syndicate Sentience Potion
![Syndicate Sentience Potion](/w/images/d/d2/Intell_potion.png) Syndicate Sentience Potion
|
Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: Giving intelligence and a radio implant to an animal. Strategy: Use it on an animal to render it intelligent and loyal to you. Keep in touch thanks to the implanted radio.
|
Description
|
This potion will grant intelligence (i.e. a player controller and speech) to any simple mob it is used on, also enslaving them to your commands. Additionally, the creature will receive a radio implant, as well as an implanted syndicate ID, allowing them to enter and exit the Syndicate Infiltrator.
|
|
Implants
All these items ship with an (auto) implanter; to use it, insert the implant in the implanter and use it inhand.
CNS Rebooter Implant
![CNS Rebooter Implant](/w/images/3/3d/Brain_implant.png) CNS Rebooter Implant
|
Found in: Ordered via syndicate uplink, costs 12 telecrystals. Used for: Reducing stuns. Strategy: Implant it in yourself.
|
Description
|
This implant will shorten any stun longer than 4 seconds to 4 seconds.
|
|
CNS Rebooter Implant
![CNS Rebooter Implant](/w/images/3/3d/Brain_implant.png) CNS Rebooter Implant
|
Found in: Ordered via syndicate uplink, costs 12 telecrystals. Used for: Reducing stuns. Strategy: Implant it in yourself.
|
Description
|
This implant will shorten any stun longer than 4 seconds to 4 seconds.
|
|
Microbomb Implant
![Microbomb Implant](/w/images/a/ad/Injector.png) Microbomb Implant
|
Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Exploding on death. Strategy: Use it when dying to prevent your items from being stolen.
|
Description
|
Nuclear Operatives start with bomb implants already, but if you feel like increasing the strength of the explosion, you can add more explosive implants.
|
|
Macrobomb Implant
![Macrobomb Implant](/w/images/a/ad/Injector.png) Macrobomb Implant
|
Found in: Ordered via syndicate uplink, costs 20 telecrystals. Used for: Exploding on death. Strategy: Use it when dying to prevent anyone close to your corpse from being alive.
|
Description
|
A much more powerful version of the Microbomb Implant, this will cause a delayed but much more powerful explosion on death. Make sure to warn your comrades of this, as you might catch them in the blast if they're unaware.
|
|
Reviver Implant
![Reviver Implant](/w/images/c/ca/Chest_implant.png) Reviver Implant
|
Found in: Ordered via syndicate uplink, costs 8 telecrystals. Used for: Recovering from crit. Strategy: Implant it in yourself.
|
Description
|
This implant will heal you once you fall into crit, then goes into cooldown.
|
|
Thermal Vision Implant
![Thermal Vision Implant](/w/images/c/cf/Eye_implant.png) Thermal Vision Implant
|
Found in: Ordered via syndicate uplink, costs 8 telecrystals. Used for: Seeing living beings through walls. Strategy: Implant it in yourself.
|
Description
|
Like optical thermal goggles, but leaves your glasses slot free for other glasses.
|
|
X-Ray Vision Implant
![X-Ray Vision Implant](/w/images/c/cf/Eye_implant.png) X-Ray Vision Implant
|
Found in: Ordered via syndicate uplink, costs 10 telecrystals. Used for: Seeing through walls. Strategy: Implant it in yourself.
|
Description
|
Allows unrestricted vision through walls.
|
|
Support
Mechs, cyborgs and new troops, for when you feel you're understaffed.
Dark Gygax
![Dark Gygax](/w/images/2/21/DarkGygax.png) Dark Gygax
|
Found in: Ordered via syndicate uplink, costs 80 telecrystals. Used for: Heavy Fire Support. Strategy: Mow down hallways of people and teleport onto the bridge to give the Captain a big surprise!
|
Description
|
One of the two assault mechs available to the operatives. At a heavy investment this mech provides a very powerful and versatile assault platform to support the assault into the station. Boasting a decent movement speed, an Ultra AC2 machinegun that shoots in bursts, a grenade launcher that fires flashbangs, a personal teleportation device, and an Energy Relay, this mech proves to be as powerful as anything the operatives can bring to bear. However, it is extremely vulnerable to ion guns, which will seriously damage the mech in a few hits. Consider not bringing your ship's ion gun along for the assault. Aside from the ion gun, the only easy way to bring it down is other EMPs, mass laser fire or a ton of explosives. It also has a leg actuator function, which speeds up the mech and allows it to knock down walls and structures, at the cost of the mech's integrity.
Has thrusters for space-maneuverability.
|
|
Dark Mauler
![Dark Mauler](/w/images/b/b5/DarkMarauder.png) Dark Mauler
|
Found in: Ordered via syndicate uplink, costs 140 telecrystals! Used for: Heavy Assault Platform. Strategy: For when you need to absolutely annihilate anything in your way, accept no substitute.
|
Description
|
The single most expensive item available to the Operatives, the Dark Mauler is an unholy terror to behold to even the most elite of Security personnel. Carrying a mounted LMG, a Scattershot gun, a Missile Rack, a Power Relay for infinite power and special anti-ranged armor, this monster can destroy the station ten-fold with the equipment it carries. Its armor makes it nearly impossible to destroy by all but the most concentrated, coordinated and well armed of counter attacks. Its main weakness is that is is very slow moving, making it easy to outrun. It can, however, walk through walls without any trouble, making most stationary fortifications pointless. Note that this does not, however, automatically make you unstoppable. To effectively use it you should already have some experience with mechs, it should also be noted that whoever is piloting this does not need as much gear as everyone else, so don't waste TC (although it is good to have a backup plan if the mech is destroyed).
|
|
Syndicate Cyborg
![Syndicate Cyborg](/w/images/4/43/Syndieborg.png) Syndicate Cyborg
|
Found in: Ordered via syndicate uplink, costs 65 TC for the assault module and 35 for the medical one. Used for: Robotic Support. Strategy: Increase team size by adding a borg to the team, an unstunnable killing machine.
|
Description
|
A repurposed Nanotrasen Cyborg, outfitted with the latest in Syndicate technology. This powerful killing machine has many great utilities that make it almost a necessary asset for many Nuke Op teams. Can either be an Assault or a Medical module.
- The assault module contains:
- A flash;
- An energy sword;
- A cyborg LMG that prints ammo from energy;
- A grenade launcher;
- An emag;
- A crowbar;
- A pinpointer;
- The medical module contains:
- A flash;
- A syndicate hypospray containing nanites;
- Medical Gauze;
- A defibrillator;
- A Medbeam Gun;
- A health analyzer;
- Surgery tools (The surgical saw can be toggled to be an energy sword);
- An emag;
- A crowbar;
- A pinpointer.
The Syndicate cyborg is occupied by a ghost with the operative preference enabled. If there are no candidates, you can refund the telecrystals by hitting the uplink with the teleporter you get from ordering the cyborg.
|
|
Reinforcements
![Reinforcements](/w/images/6/60/Generic_nukesyndie.png) Reinforcements
|
Found in: Ordered via syndicate uplink, costs 25 telecrystals. Used for: Support. Strategy: Increase your team size by adding another operative.
|
Description
|
Gives a Reinforcement Teleporter. When used, a random ghost will become a new member of the nuke operative squad! The reinforcement starts with the normal operative equipment minus the TC, therefore someone has to equip them to make them useful: in particular, make sure there are enough spacesuits to get to the station.
|
|
(Pointless) Badassery
Broken Chameleon Kit
![Broken Chameleon Kit](/w/images/8/8c/Changeling.gif) Broken Chameleon Kit
|
Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: Complimenting your Syndicate balloon. Strategy: Put this on and demonstrate your robustness.
|
Description
|
A full chameleon kit, gun aside, that acts as if EMP'd. You will stick out like a sore thumb and be unable to wear "real" armor.
|
|
Centcom Official Costume
![Centcom Official Costume](/w/images/b/b7/Syndibox.png) Centcom Official Costume
|
Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: Playing them like a fiddle. Strategy: Ask the crew to "inspect" their nuclear disk and weapons system.
|
Description
|
Contains a full CentCom Official uniform set, headset and clipboard included. The headset comes without an encryption key.
|
|
Clown Costume
![Clown Costume](/w/images/4/48/Duffle_syndie.png) Clown Costume
|
Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: PRANKS GONE WRONG 3: NUCLEAR EDITION Strategy: Wearing this will be enough to terrify most crew members.
|
Description
|
Contains a complete Clown outfit.
|
|