Syndicate Items

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Contents

Syndicate Items

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

How to Get These Items

Syndicate Uplink
Syndicate Uplink
Found in: Syndicate operatives spawn with one
Used for: Ordering syndicate items by a traitor or syndicate operative.
Strategy: Keep it locked. In case someone searches you they might look at your pda to see if it's an uplink.
Description
This is where the traitor gets all his fancy items. It's disguised as a PDA, 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"
"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 five different purchases available:

  • Contract Reroll - 2 Rep: Request a reroll of your current contract list. Will generate a new target, payment, and dropoff for the contracts you currently have available.
  • Contractor Pinpointer - 1 Rep: A pinpointer that only activates for its owner, which is the first person to activate it. Locks on to crew on the same z-level, ignoring suit sensors, but is much less accurate. Will show you're at the location when within ~25 units.
  • Fulton Extraction Kit - 1 Rep: Gives both a beacon and fulton kit to move targets/items across the station. Place the beacon down, and use the bag in hand to link it. Using the bag on items and crew will send them to the beacon. They must be outside - so in space or on lavaland - to be sent to the beacon.
  • Reinforcements - 2 Rep: Call in a Syndicate agent to help you with your mission. Role is polled to ghosts, and comes with very basic items and their own 0 TC uplink. When an agent is found, they'll be sent via pod, so be sure to call when by yourself.
  • Blackout - 3 Rep: Cuts station power for a short duration.

Contractor baton retracted.pngContractor BatonContractor baton extended.png

This baton comes in every contract kit. If extended and used on someone when not on harm intent it causes 1.5 seconds of knockdown and 85 stamina damage, which means it will stamcrit someone with 2 hits. Has a 2.5 second cooldown between non-harm hits. Fits in a pocket when retracted. Use in hand to extend or retract. Unlike other batons, this one works on cyborgs.

Syndicate Bundle A: Syndi-kit Tactical

"Bundle A"
"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"
"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
  • 2x buzzkill 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"
"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
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
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
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"
"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

"???"
"???"
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

Box of Throwing Weapons

Box of Throwing Weapons
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
5xTstar.png, 2xRbola.png This kit contains five throwing stars and two reinforced bolas. Throwing stars will deal heavy brute damage on hit and automatically embed, causing further brute and bleeding over time.
Reinforced bolas cause a 3.5 second knockdown and will slow targets down on hit until they are removed. They take longer to remove than normal bolas.


Energy Sword

Energy Sword
Energy Sword
Found in: Ordered via syndicate uplink, costs 8 telecrystals.
Used for: Mass murder.
Strategy: This sword will usually crit someone in 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 brute damage (30). 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. For best results, combine it with a way to stun, slow, or otherwise disable your targets; remember that if it's knocked out of your hands, you can very easily be on the receiving end. 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
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. It also has a chance to reflect bullets, but this is somewhat unreliable.
This sword is not unstoppable, however; other methods of stunning or disabling you can allow others to steal it and use it against you. It 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"
"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 reduce your punching cooldown drastically, allowing you to beat people to death in a flurry of punches. You can even set a battlecry from your favorite Japanese anime! Does not work with hulk hands, and only affects bare handed attacks.

Holoparasites

Holoparasite injector kit
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.
Holoparasites can enter and exit the user's body at will, and communicate through silent telepathy with the host, allowing them to be stealthy. Different types of holoparasites have different abilities, and some can be incredibly powerful, but using them requires some degree of skill on your ally's part. Additionally, any damage a holoparasite takes is reflected back to it's owner, so don't expect your punchghost to soak up bullets for you!
When a holoparasite or its host dies, the strain from the bond disintegrates the user's corpse, removing any ability to be revived if you have one.

Powerfist

Power Fist
Power Fist
Found in: Ordered via syndicate uplink, costs 6 telecrystals.
Used for: Breaking some bones (if this were Baystation) Wounds were added in the summer of 2020.
Strategy: This weapon's main strength is throwing people away from you and/or into a fire, open airlock, electrified airlock, emagged recycler 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.

Makarov Pistol

Makarov Pistol
Makarov Pistol
Found in: Ordered via syndicate uplink, costs 7 telecrystals
Used for: Quick and concealable murder.
Strategy: Keep it hidden until you gun someone down.
Description
Formerly known as the Stechkin. A small gun that 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 9mm ammunition.
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.

Revolver

.357 Revolver
.357 Revolver
Found in: Ordered via syndicate uplink, costs 13 telecrystals
Used for: Very quick and loud murder.
Strategy: Keep the thing hidden, as most people know it's only available to syndicates. Also, it makes a lot of noise, so be careful.
Description
The gold standard of illegal firearms. 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.


Toy Pistol with Riot Darts

Toy Gun with Riot Darts
Toy Gun with Riot Darts
Found in: Ordered via syndicate uplink, costs 3 telecrystals.
Used for: Hiding a stunning weapon in plain sight.
Strategy: Shoot people to put them into stamina crit before they realize it's a real weapon.
Description
An innocent-looking toy pistol designed to fire foam darts, identical to normal toy guns. Comes loaded with riot-grade darts effective at incapacitating a target. Doesn't do lethal damage, so combine it with a proper murder tool.

Stealthy and Inconspicuous Weapons

Dart Pistol

Dart Pistol
Dart Pistol
Found in: Ordered via syndicate uplink, costs 2 telecrystals.
Used for: Injecting people with horrible chemicals.
Strategy: Use it as you would a normal syringe gun; the only difference is that it fits into a pocket.
Description
A miniature syringe gun that can load chemical-filled syringes and shoot them at people. Only fits one syringe at a time, but it can fit in pockets.
Just like the normal syringe gun, it can be horrifically deadly if you know your chemistry.

Dehydrated Space Carp

Dehydrated Space Carp
Dehydrated Space Carp
Found in: Ordered via syndicate uplink, costs 1 telecrystal.
Used for: Sudden carp invasions.
Strategy: Summon a friendly (to you) carp and hope it kills people or causes chaos.
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 to pet it, and it'll become friendly to you when you water it.
A well placed carp can pose a threat to unarmed and unrobust crewmembers, but it's still a relatively stupid simplemob, so don't expect it to win against people who know what they're doing. Also remember carps are spaceproof, in case you want aggressive de-airing of rooms.

Energy Dagger

Energy Dagger
Energy Dagger
Found in: Ordered via syndicate uplink, costs 2 telecrystals.
Used for: Last resort combat, murder on a budget, or telecystal filler.
Strategy: Shove it in your PDA. Don't bring it out until you need it, because everyone knows only syndicates have energy blades.
Description
A miniature version of the energy sword that deals 18 brute on hit, and 35 brute when thrown. When turned off it appears to be a pen, allowing it to be hidden in your PDA.
It's far from a terrible weapon, but there are better options if you have the TC to spend. It's advantages are stealth, price, and dealing surprisingly high damage if thrown.


Martial Arts Scroll

Martial Arts Scroll
Martial Arts Scroll
Found in: Ordered via syndicate uplink, costs 11 telecrystals.
Used for: Becoming a bare-handed melee machine at the cost of ranged weapons.
Strategy: Become conditionally immune to ranged weapons and murder people with your bare hands. Unless people see the passive abilities activate, they won't realize you're actually Space Jackie Chan until it's too late.
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 was overhauled in Feb, 2020 and now has the following effects:

  • You will not be able to use any ranged weapon, as that would be dishonorable.
  • If throw mode is active you deflect all ranged attacks, whether energy or physical (but not thrown items).
  • Immunity to syringes, sutures and ninja stars. (Unconfirmed if piercing syringes work or not).
  • Your ordinary punches deal 10-15 brute.
  • Space carp won't attack you.
  • You gain the ability to perform combo attacks. See the table below.

Sleeping Carp Combo Table

These are combos you can perform while unarmed and having the Sleeping Carp martial art. You execute a combo step by successfully attacking a person while on a certain intent. Example: To perform Crashing Wave Kick you click a person while on harm intent to attack them once, switch to disarm intent, then spamclick the same person until you successfully perform the second combo step. Basically you attack with one intent, wait for the 0.8ish second attack cooldown to go away, and then click the same person again with the next required intent.

Combo name Combo Effect Attack message
Crashing Wave Kick Intent Harm.png Harm Intent Disarm.png Disarm Launch people brutally across rooms, and away from you. Deals 15 brute. X kicks Y square in the chest, sending them flying!
Keelhaul Intent Harm.png Harm Intent Grab.png Grab Kick opponents to the floor, dealing 10 brute and 4 seconds of knockdown if they are standing. Against prone targets, deal 40 stamina damage and disarm them. X kicks Y in the head, sending them face first into the floor!

X kicks Y in the head!

Gnashing Teeth Intent Harm.png Harm Intent Harm.png Harm Deal additional damage every second punch. 20 damage. Precisely kick, brutally chop, cleanly hit or viciously slam.

Mini Energy Crossbow

Miniature Energy Crossbow
Miniature Energy Crossbow
Found in: Ordered via syndicate uplink, costs 10 telecrystals
Used for: Stunning people.
Strategy: Plug someone with a near-silent, instant-knockdown projectile, and then go to town on them.
Description
25+ players only
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 or other high-damage weapon, as it cannot reliably kill anything by itself. It has no shot limit, but takes a while to charge each shot. On targets without energy armor each shot deals 15 toxin damage, 60 stamina damage, knocks down for 1 second, and blurs the vision of the target. It takes two hits to stamcrit someone unless they have armor.

Boxed Origami Kit

Boxed Origami Kit
Boxed Origami Kit
Found in: Ordered via syndicate uplink, costs 14 telecrystals
Used for: Turning pieces of paper into weapons.
Strategy: Lets you fold any ordinary paper into sharp paper airplanes to hit people in the eyes with.
Description
This kit contains a book to teach you The Art of Origami, and 5 ordinary papers. Activate the book in hand to read it until you get the message "You feel like you've got a good handle on origami!". Afterwards, click the new HUD icon to toggle origami folding on.
When enabled, any paper airplane you fold (by alt-clicking a paper) will turn into a deadly throwing weapon that looks the same as an ordinary paper airplane. These planes will deal 20 brute damage on thrown hit and cause bleeding. Victims not wearing any eyewear will also be paralyzed for 4 seconds and take eye damage. These planes will always hit people in the eyes, regardless of which body part you're aiming at.

Poison Kit

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

Romerol

Romerol
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
Bottle12.pngEyedropper.pngSyringe.png Romerol adds a zombie infection organ to victims. When those victims die, they will revive as player-controlled zombies who can infect other people. For best results, kill people and then apply the romerol to their corpses using the dropper.
Zombies are player controlled and (expected to) become hostile to all life, including you. Their attacks deal high damage and can apply romerol to more corpses and living humans. Having a decent supply of corpses before hand can help get your zombie apocalypse rolling.
Because Romerol costs more than 20 telecrystals, at least two traitors will normally need to collaborate to buy it.

Sleepy Pen

"Pen"
"Pen"
Found in: Ordered via syndicate uplink, costs 4 telecrystals.
Used for: Disabling people, making people look dead.
Strategy: Silently and instantly inject people with chemicals.
Description
The sleepy pen is a devious instant-use injector disguised as a normal pen. It can hold up to 45u reagents and starts with 20u Chloral Hydrate, 15u Mute-Toxin, and 10u Tirizene, which prevents people from talking and causing them to fall asleep after about 20 seconds at most. They can still see and hear everything around them, until they actually fall asleep. Have a plan to keep them from fleeing or killing you while you wait for the drugs to kick in.
Sleepy pens can also be emptied and refilled like any other container, allowing you to instantly inject up to 45u of any chemical cocktail you can get your hands on. If you know your chemistry, you can easily turn one into an instant-use lethal injection device.
Regardless of payload, the victim will feel a tiny prick, but the stab will be invisible to others, and the pen does not pierce hardsuits and other such protective gear.

Universal Suppressor

Suppressor
Suppressor
Found in: Ordered via syndicate uplink, costs 3 telecrystals.
Used for: Silencing weapons.
Strategy: Attach it to certain weapons to silence and remove the weapon's attack messages.
Description
A universal syndicate small-arms suppressor for maximum espionage. When attached to a gun, no message is given when you fire it, making it possible to gun people down before they realize what's happening.
Can be fitted to weapons such as the Makarov Pistol, C-20r Submachine Gun, Sniper Rifle, or Surplus Rifle. Remove it by alt-clicking the firearm.

Syndicate Holster

Syndicate Holster
Syndicate Holster
Found in: Ordered via syndicate uplink, costs 1 telecrystal.
Used for: Stealthily carrying your guns around, looking cool.
Strategy: A little device that allows for inconspicuous carrying of guns using chameleon technology. It also allows for badass gun-spinning.
Description
An empty chameleon belt capable of holding up to two pistols, revolvers, disablers, mini energy guns or pulse carbines. Wearing a holster of any variety allows you to spin guns around by using them in hand. Doing it twice in rapid succession allows you to eject the bullets as normal.

Ammunition

.357 Speedloader

.357 Speedloader
.357 Speedloader
Found in: Ordered via syndicate uplink, costs 4 telecrystals. Bullets for it can be made at a hacked autolathe for 4000 metal each.
Used for: Ammo for the Revolver.
Strategy: Quickly reload your gun in combat without stopping to fuss with bullets.
Description
This is a loaded ammo delivery device for the Revolver that instantly reloads it with 7 more shots. It can be used by clicking on an empty revolver while you hold the loader in your active hand.
You must add bullets to it by hand, making it as slow as a revolver to actually reload unless you happen upon a big pile of bullets on the floor, in which case clicking any of the bullets with the speedloader in hand will instantly reload it; such piles may be found near hacked autolathes, or produced by dumping a bag of them on the floor. CANNOT be fed into the autolathe, so don't be afraid of feeding it to the machine while refilling it.

9mm Ammo

Ammo for 9mm guns. Magazines can only be used in their specified gun. Using a magazine on a gun already loaded with a magazine will do a tactical reload, replacing the old magazine. After a reload you need to activate the gun in hand to rack the slide.

9mm Handgun Magazine

9mm Handgun Magazine
9mm Handgun Magazine
Found in: Ordered via syndicate uplink, costs 1 telecrystals. Loose ammo boxes can be made in a hacked autolathe.
Used for: Ammunition for the Makarov Pistol. 30 damage.
Strategy: Order in conjunction with the Makarov Pistol for extra killing potential. Can be handloaded from a loose ammo box.
Description
This is ammo for the Makarov Pistol. It can be used by either using a gun in hand to remove the old magazine and then loading it in, or do tactical reload.
Loose ammo boxes can be made in a hacked autolathe so it is ill-advised to order too many extra handgun magazines as it's more economical to simply handload empty magazines.

9mm Armour Piercing Magazine

9mm Armour Piercing Magazine
9mm Armour Piercing Magazine
Found in: Ordered via syndicate uplink, costs 2 telecrystals.
Used for: Armour piercing ammunition for the Makarov Pistol. 27 damage, 40 AP.
Strategy: Order this when you want to kill someone armoured like security staff.
Description
An additional 8-round 9mm magazine; compatible with the Makarov Pistol.

9mm Hollow Point Magazine

9mm Hollow Point Magazine
9mm Hollow Point Magazine
Found in: Ordered via syndicate uplink, costs 3 telecrystals.
Used for: Ammunition for the Makarov Pistol which deals more damage against unarmoured targets. 40 damage, -50 AP.
Strategy: Order this when you want to kill someone who is likely unarmoured.
Description
An additional 8-round 9mm magazine; compatible with the Makarov Pistol. These rounds are more damaging but ineffective against armour.


9mm Incendiary Magazine

9mm Incendiary Magazine
9mm Incendiary Magazine
Found in: Ordered via syndicate uplink, costs 2 telecrystals.
Used for: Ammunition for the Makarov Pistol which sets the target on fire. 15 damage, 2 firestacks.
Strategy: Order this when you want to see someone burn.
Description
An additional 8-round 9mm magazine; compatible with the Makarov Pistol. Loaded with incendiary rounds which ignite the target.


Box of Riot Darts

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


Grenades and Explosives

Composition C-4

C-4
C-4
Found in: Ordered via syndicate uplink, costs 1 telecrystal.
Used for: Blowing stuff up.
Strategy: Stick it on things that need to blow up.
Description
This stick of explosives can detonate and destroy almost anything it is placed on, after any chosen amount of seconds (the shortest being 10). Use it in hand to set the timer, then use it on what you want to attach it to; it takes 3 seconds to set up, and requires you to be un-interrupted. You can also attach a signaler to remotely detonate at will, among other things.
Can be directly placed on mobs, but will only deal around 50 damage and not gib. Be very careful not to stick it onto yourself or your backpack! Alternately, set the timer to something ludicrously high and slap it on the Clown like a festive decoration.

Bag of C-4 Explosives

Bag of C-4 Explosives
Bag of C-4 Explosives
Found in: Ordered via syndicate uplink, costs 8 telecrystals. (20% discount)
Used for: Blowing lots of stuff up.
Strategy: When you know you want a lot of bombs.
Description
A large red and black dufflebag that contains a pile of C4. It's cheaper to buy in bulk than individually if you know you'll need a lot of C4, and can handle toting the bag around.

Bag of X-4 Explosives

Bag of X-4 Explosives
Bag of X-4 Explosives
Found in: Ordered via syndicate uplink, costs 4 telecrystals.
Used for: Blowing stuff up.
Strategy: For when C4 isn't enough.
Description
Contains 3 X4 charges in a 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
EMP Kit
Found in: Ordered via syndicate uplink, costs 2 telecrystals.
Used for: The disabling of technology, such as cameras, radios, etc.
Strategy: Wage war against the silicons and Security's energy weapons.
Contents Description
Emp grenade.pngx6Injector.png EMP blasts have a number of uses; stunning cyborgs, disabling AI cameras, turning off headset radios, draining stun batons and energy guns, fucking with APC scrubbers, opening or shocking doors, blinding those wearing thermals and more.
To use the grenade, activate it in hand and throw it at the offending technology. The implanter functions the same, but after implanting it into yourself, it can be activated three times using the action button.
EMPing a group of security officers can disable half their arsenal, and the grenades are invaluable against silicons.

Detomatix PDA Cartridge

Detomatix Cartridge
Detomatix Cartridge
Found in: Ordered via syndicate uplink, costs 6 telecrystals.
Used for: Making other's PDAs explode.
Strategy: Remotely damage and deafen people across the station, destroy valuable IDS, make everybody paranoid.
Description
A cartridge for your PDA. When inserted, it will allow you to use a missile program to try and detonate a target PDA. Your target will need their PDA's messenger function turned on in order to attempt this, and you need to scan for other PDAs, then import the list to find a target. Sending a PDA bomb has a chance to fail, can only be attempted 4 times per cartridge, and may not work on high level PDAs (the Captain's).
If successful, the target's PDA will explode, destroying the ID and damaging them, while also likely blowing their eardrums out.
For best results, have your targets in mind beforehand and send as many messages out as you can in rapid succession; once someone yells about their PDA exploding, others can simply turn off their messenger to stop you from targeting them.
In addition, the missile program can detonate your own PDA, allowing you to use it as an emergency hand grenade. Try not to blow up your uplink if you still have telecrystals remaining!
For syndicate operatives, this cartridge also has the blast door toggle function for the syndicate shuttle, allowing you to open the door when the person with the military PDA has died horribly.

Pizza Bomb

Pizza Bomb
Pizza Bomb
Found in: Ordered via syndicate uplink, costs 6 telecrystals.
Used for: Tasty bomb delivery.
Strategy: Deliver a pizza to your target. However, the pizza is poisoned...with C4.
Description
A pizza box with a bomb cunningly attached to the lid. The timer needs to be set by opening the box, removing the pizza, using it in-hand, and then closing the lid with or without the pizza; afterwards, opening the box again will trigger the detonation after the timer has elapsed.
Comes with a free pizza, for you or your target!

Slipocalypse Clusterbang

Slipocalypse Clusterbang
Slipocalypse Clusterbang
Found in: Ordered via syndicate uplink, costs 3 telecrystals.
Used for: Making a large area slippery with soap.
Strategy: For when an area simply isn't enough of a workplace hazard.
Description
A traditional clusterbang grenade with a payload consisting entirely of Syndicate Soap. Set it off and hope the entire Security team comically slips on the soap and goes flying out the airlocks.

Syndicate Bomb

Syndicate Bomb
Syndicate Bomb
Found in: Ordered via syndicate uplink, costs 11 telecrystals.
Used for: Making really big holes.
Strategy: Place somewhere safe, activate, and run. Make sure nobody defuses it.
Description
The Syndicate Bomb is a huge, bulky explosive with an adjustable timer, minimum 90 seconds. Ordering the bomb sends you a small beacon, which will teleport the explosive to your location when you activate it. The bomb itself is too big to pick up and must be dragged into position, so only call it down when you're ready. Once armed, wrench the bomb down to prevent easy removal, or else someone might just push it into space.

While the bomb is counting down, it produces a loud beeping audible from adjacent rooms. If the crew finds it, they can use regular tools to open it up and fiddle with the wires. One randomly-selected wire disarms the bomb if tampered with, but another will set the bomb off immediately! This can be used to your advantage by figuring out the detonation wire and adding a signaler so you can control when the bomb will go off; consider stealing Security's training bomb to find out which wire detonates.
When the bomb goes off, it creates a huge explosion, which punches holes in the station and destroys the surrounding area. Flames burst everywhere, but they extinguish almost immediately, most likely due to exposure to space.
Syndicate operatives should take note of the detonation button that spawns at their HQ, which instantly sets off every syndicate bomb on the z-level when pushed.

Syndicate Minibomb

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


Stealth and Camouflage Items

Chameleon Kit

Chameleon Kit
Chameleon Kit
Found in: Ordered via syndicate uplink, costs 2 telecrystals.
Used for: A complete kit of clothing (jumpsuit, vest, belt, shoes, gloves, mask, hat, PDA, gun, stamp and headset) capable of changing color and shape. Lightly armored.
Strategy: Instantly change your outfit to throw off pursuers, or commit crimes in alternative duds.
Description
The chameleon kit is an outfit that can easily be set to any appearance in the game. Use the HUD icons to change individual pieces, or use the handy outfit button to select a quick and easy preset from common outfits.

The mask has a built-in voice changer that can be toggled on/off by using it in hand, and will match your voice with your currently equipped ID (great in combination with the Agent ID!). Extremely useful for infiltration.
If EMP'd, chameleon gear breaks, rapidly switching between outfits. If you don't actually care about traitoring, or steal a chameleon kit, this can be a lot of fun. You can also select outfit pieces from rare, admin-only or maybe even removed items!

No-Slip Chameleon Shoes

No-Slip Chameleon Shoes
No-Slip Chameleon Shoes
Found in: Ordered via syndicate uplink, costs 2 telecrystals.
Used for: Not slipping.
Strategy: A cheap way to avoid slipping, with or without the rest of the kit.
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 slipping on items or slippery surfaces. Even without the full kit, this can be very useful.

Agent ID Card

Agent Identification Card
Agent Identification Card
Found in: Ordered via syndicate uplink, costs 2 telecrystals.
Used for: Concealing your identity and avoiding security/the AI.
Strategy: Steal access, change your identity, and foil the AI all in one.
Description
The Agent ID card has a number of useful applications. First and most notably, you can change it's appearance and assigned name and job at will. Note that this doesn't give you access on it's own, but wearing a common gas mask can allow you to appear as any other crewmember, or even a fake one. Wearing the Chameleon Kit's voice changing mask will also change your voice to match, but without it, talking will give you away.
Secondly, wearing this ID means the AI can't easily track you. They can still see you, but won't be able to select your name from their camera list to instantly jump to and automatically follow you. This can make it a pain for them to follow "law 2 find the traitor" orders.
Third, Beepsky and other security bots will be more lenient towards wearers of the Agent ID. These bots use a "threat assessment" system, and wearing the AID reduces this threat by 2, meaning they'll ignore minor crimes you commit near them as long as you don't stack too many offenses.
Finally, hitting a different ID with the Agent ID will cause the AID to copy its access. This can stack, and persists even as you change it's appearance, so you can quietly build up an all-in-one access card by stealing access from various people, or just copy the Captain's ID.

Chameleon Projector

Chameleon Projector
Chameleon Projector
Found in: Ordered via syndicate uplink, costs 7 telecrystals.
Used for: Playing Prop Hunt with security.
Strategy: Hide in plain sight as common detritus.
Description
Using the Chameleon Projector on an item will disguise you as that item. While disguised you move at walk speed and cannot interact with anything you're not already holding, and if someone tries to pick you up the disguise fails and you change back to normal. The AI also cannot track you while disguised.
Incredibly useful, and a lot of fun if you use it correctly; hiding as something tiny like a cigarette butt or drops of blood can make it very difficult for firearms to hit you, as you must be clicked on directly. You can also blend into common objects on the shuttle, or just fuck around by turning into a toilet or something.

Camera Bug

Camera Bug
Camera Bug
Found in: Ordered via syndicate uplink, costs 1 telecrystal.
Used for: Spying through cameras.
Strategy: Lets you remotely watch certain areas to know when to spring traps or hide, or disable them to commit crimes.
Description
When activated in your hand, you will see a list of all active cameras on the station, for you to use to spy on people or areas as you please; you can also track people, like an AI. You do not need to use the Camera Bug on cameras to be able to remotely view them. The Camera Bug used to be upgradable, but now has network, tracking, and sabotage upgrades by default and can not be further upgraded.
You can also use the Camera Bug on a camera to bug it. Bugging a camera will allow you to remotely disable that camera once through the 'tracking menu', for controlled AI/security camera blackouts.

Smuggler's Satchel

Smuggler's Satchel
Smuggler's Satchel
Found in: Ordered via syndicate uplink, costs 2 telecrystals.
Used for: Hiding items under floortiles.
Strategy: Use it to stash contraband or bombs under the crew's feet for later.
Description
This satchel is made to fit under floortiles, and comes with a crowbar and floortile to hide it with. It can also fit in a backpack, making it an exceptional item for storage since it can hold normal sized items.
Additionally, satchels randomly spawn across the station each round, and come with random contraband like drugs or posters. Using a t-ray scanner allows them to be seen from under floortiles.
Satchel contents originally persisted rounds, but not anymore. Blame the guys who gave themselves traitor and wizard items every other round.

Stimpack

Stimpack
Stimpack
Found in: Ordered via syndicate uplink, costs 5 telecrystals.
Used for: Speed and reducing stuns for a long time.
Strategy: Use it on yourself before a fight with security.
Description
This stimulant medipen comes loaded with 50u Stimulants, which will heavily increase your run speed, reduce stuns and give a small heal over time.

Syndicate Soap

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

Mulligan

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

EMP Flashlight

Flashlight
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. Has 4 slowly regenerating charges.
Hitting a person with it will disable their headset and any energy based weaponry they possess, while hitting a cyborg will damage and stun it. Using it on doors may depower or electrify them.

Adaptive Cardboard Cutouts

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

Decoy Nuclear Authentication Disk

Nuclear Authentication Disk
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
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)
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.

Cybersun Hardsuit

Cybersun Hardsuit
Cybersun Hardsuit
Found in: Ordered via syndicate uplink, costs 14 telecrystals (8 for nuke ops).
Used for: Surviving space, fighting against security.
Strategy: Wear it while going in space, laugh when lasers start flying.
Description
A long forgotten hardsuit made by Cybersun industries. Offers ROBUST protection against laser-based weapons, while still giving somewhat good chances to survive assault from a toolbox or shotgun. Not to mention, it doesn't slow you down and contains an integrated jetpack that runs on standard tanks.
Resistances: melee = 30, bullet = 40, laser = 70, energy = 70, bomb = 30, bio = 100, rad = 60, fire = 60, acid = 60.

Devices and Tools

Cryptographic Sequencer

Cryptographic Sequencer
Cryptographic Sequencer
Found in: Ordered via syndicate uplink, costs 4 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 (except airlocks). Causes sparks in the process and you will leave a trail of broken lockers and other equipment.
Description
Also called an Emag (electromagnetic card), it allows you to open certain things (and break them 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.

Airlock Authentication Override Card

Airlock Authentication Override Card
Airlock Authentication Override Card
Found in: Ordered via syndicate uplink, costs 3 telecrystals.
Used for: Gaining entrance to restricted areas
Strategy: Use on a powered and non-bolted airlock to quickly force it open and break it
Description
A specialized cryptographic sequencer specifically designed to override station airlock access codes. After hacking a certain number of airlocks, the device will require some time to recharge. Has 3 charges and automatically recharge 1 every 3 minutes. Examine the card to see remaining time until next charge.
  • If it can be opened, opens it and breaks so it stays open.
  • If it can't be opened, just breaks so it stays closed.
  • Airlocks unable to be opened, due to such things as being bolted or welded shut cannot be bypassed with this card.

Fully Loaded Toolbox

"Suspicious Looking Toolbox"
"Suspicious Looking Toolbox"
Found in: Ordered via syndicate uplink, costs 1 telecrystal. There's also a couple found on the derelict space station.
Used for: Obtaining tools 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
Screwdriver tool.png Wrench.png Welder.png
Crowbar.png Multitool.png Wirecutters.png
It's a suspicious looking toolbox, filled with ordinary tools. Except instead of an analyzer, it comes with a multitool and combat gloves. It's also slightly more robust than a regular toolbox.

Hypnotic Flash

"Flash"
"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. Being unconscious from being in crit or suffocating etc does not count as sleeping. Will trigger confusion, dizziness, drowzyness and pacify on both untargeted (use in hand) and targeted (click on sprite) flash, but needs targeted flash to hypnotize. If you successfully flash a vulnerable person you will see a message saying "Name stands still as his/her eyes seem to focus on a distant point.".

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

Hypnotic Grenade

"Flashbang"
"Flashbang"
Found in: Ordered via syndicate uplink, costs 12 telecrystals.
Used for: Hypnotizing an entire crowd of 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
A modified flashbang grenade able to hypnotize targets. See hypnotic flash for details about how hypnosis works. The sound portion of the flashbang causes hallucinations, and will allow the flash to induce a hypnotic trance in viewers, making them hypnotized by the next sentence they hear.

Syndicate Surgery Duffelbag

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

Drapes.png Muzzle.png Straight jacket.png MMI.png

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

Chest Rig

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

Artificial Intelligence Detector

"Multitool"
"Multitool"
Found in: Ordered via syndicate uplink, costs 1 telecrystal.
Used for: Knowing when the AI is watching you. 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
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
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"
"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
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'
'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
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
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
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)
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
Adrenal Implant
Found in: Ordered via syndicate uplink, costs 8 telecrystals.
Used for: Reducing stuns, escaping.
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 a HUD button to inject a chemical which slightly helps with stuns while causing an array of bad effects. Using it will instantly remove any existing knockdown (but not paralyze or stamcrit), make you stand up if resting and inject you with 6 units of Experimental Stimulants. Each injection lasts about 30 seconds. Has 3 uses.

Freedom Implant

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

Storage Implant

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

Radio Implant

Internal Syndicate Radio Implant
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
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
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
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
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
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
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

Australicus Slime Mutator
Australicus Slime Mutator
Found in: Ordered via syndicate uplink, costs 10 telecrystals. Only available to Roboticists, Scientists and the Research Director.
Used for: Causing a spider apocalypse.
Strategy: Inject this into an unused gold slime extract.
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
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. If you can somehow get it emagged, you unlock even more fun!
Only clowns can drive this.

EZ clean bundle

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

His Grace

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

DEATH: you are dead. The hunger was too much, so His Grace has worked his way up your arm and popped your head in his jaws like a ripe grape.
At this point the counter resets, his grace rests on the ground one last time and if no assistants gets too close, becomes dormant again from the hunger. Bodies can be retrieved from his jaws, and changelings can revive and crawl out.
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
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.
This item is currently bugged, and non-functional.
The twenty possible answers are the following:
"It is certain", "It is decidedly so", "Without a doubt", "Yes definitely", "You may rely on it", "As I see it, yes", "Most likely", "Outlook good", "Yes", "Signs point to yes", "Reply hazy try again", "Ask again later", "Better not tell you now", "Cannot predict now", "Concentrate and ask again", "Don't count on it", "My reply is no", "My sources say no", "Outlook not so good" and "Very doubtful".

Ancient Jumpsuit

Ancient Jumpsuit
Ancient Jumpsuit
Found in: Ordered via syndicate uplink, costs 20 telecrystals. Only available to Assistants.
Used for: Show you are a seasoned greytider.
Strategy: None.
Description
An old smelly grey jumpsuit, this item provides no benefit or disadvantage other than bragging rights.

Ancient Toolbox

Ancient Toolbox
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
Screwdriver tool.png Wrench.png Welder.png
Crowbar.png Multitool.png Wirecutters.png IGloves.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
Modified Syringe Gun
Found in: Ordered via syndicate uplink, costs 14 telecrystals. Only available to the Geneticist and the Research Director.
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
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
experimental autoinjector
Found in: Ordered via syndicate uplink, costs 15 telecrystals. Only available to the Geneticist and the Research Director.
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
Box of Gorilla Cubes
Found in: Ordered via syndicate uplink, costs 6 telecrystals. Only available to the Geneticist and the Research Director.
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
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
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
Advanced mimery.png Advanced mimery.png 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
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
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
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
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
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).

Laser Arm Implant

Laser Arm Implant
Laser Arm Implant
Found in: Ordered via syndicate uplink, costs 10 telecrystals. Only available to Roboticists.
Used for: Implanting yourself with a slowly self-recharging laser arm.
Strategy: Shoot lasers with your arm.
Description
An implant that grants you a recharging laser gun inside your arm. Weak to EMPs. Comes with a one use syndicate autosurgeon for immediate self-application. A screwdriver can be used to remove it from the autosurgeon, but implant can't be placed back in.

(Pointless) Badassery

Syndicate Playing Cards

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

Syndicate Briefcase Full of Cash

Syndicate Briefcase Full of Cash
Syndicate Briefcase Full of Cash
Found in: Ordered via syndicate uplink, costs 1 telecrystal.
Used for: Trading. 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
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. Each cigarette is infused with 10u nicotine and 15u omnizine. Smoking one of these cigarettes takes about 2 minutes.

Syndicate Balloon

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

Bulldog bundle

Bulldog bundle
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.
Description
Lean and mean: Optimised for people that want to get up close and personal. Contains the popular Bulldog Shotgun, a 12g stun drum, a 12g buckshot drum, and a pair of Thermal Imaging Goggles.

C-20r bundle

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

Cybernetic Implant Bundle

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

Medical bundle

Medical bundle
Medical bundle
Found in: Ordered via syndicate uplink, costs 15 telecrystals, saving 5.
Used for: Getting a rounded medical kit.
Strategy: Become a combat medic to keep your team up and running.
Description
The support specialist: Aid your fellow operatives with this medical bundle. Contains a combat first-aid kit loaded with medical gauze, a compact defibrillator, a 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
Sniper bundle
Found in: Ordered via syndicate uplink, costs 20 telecrystals, saving 6.
Used for: Getting all you need to start sniping.
Strategy: Become a long-range sniper.
Description
Elegant and refined: Contains a collapsed sniper rifle in an expensive carrying case, a haemorrage magazine, a soporific magazine, a free surplus supressor, and a worn out suit and tie.

Spetsnaz Pyro bundle

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

Conspicuous and Dangerous Weapons

Bulldog Shotgun

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

[Show/hide] Bulldog Ammo

Ammo-12g Stun Slug

Stun Slug Drum Magazine
Stun Slug Drum Magazine
Found in: Ordered via syndicate uplink, costs 2 telecrystal, only available to Nuclear Agents. Free Magazine in starting Bulldog.
Used for: Loading the Bulldog.
Strategy: Lock and load.
Description
A 8 round drum magazine for use in the Bulldog Shotgun. Functions akin to a stun round from a energy gun or C20r, has unlimited range, deals 5 brute damage and stuns for the standard 10 second limit.
A reliable way to stun a target, but not effective in killing them. When used in conjunction with a more lethal weapons, such as the Energy Sword or a pistol, it can be extremely lethal.

Ammo-12g Buckshot

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

Ammo-12g Slugs

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

Ammo-12g Dragon's Breath

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

Ammo-12g Breaching

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

Ammo-12g Bundle

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

C-20r Submachine Gun

C-20r Submachine Gun
C-20r Submachine Gun
Found in: Ordered via syndicate uplink, costs 13 telecrystals.
Used for: Killing people.
Strategy: The signature weapon of Nuke Ops, it deals reliable damage and fires in three-round bursts.
Description
Has 24-round magazines and uses .45 rounds. A reliable and robust weapon. Can also be fitted with a Silencer. Starts with a syndicate firing pin, which prevents enemies from using it.

[Show/hide] C-20r Ammo

.45 Ammo

.45 Ammo
.45 Ammo
Found in: Ordered via syndicate uplink, costs 3 telecrystals.
Used for: Loading a C-20r SMG. 35 damage.
Strategy: Lock and load.
Description
A 24-round .45 magazine for use in the C-20r submachine gun.

.45 Armor Piercing SMG Magazine

.45 Armor Piercing SMG Magazine
.45 Armor Piercing SMG Magazine
Found in: Ordered via syndicate uplink, costs 5 telecrystals.
Used for: Loading a C-20r SMG. 30 damage, 50 AP.
Strategy: Lock and load.
Description
A 24-round .45 magazine for use in the C-20r submachine gun.

.45 Incendiary SMG Magazine

.45 Incendiary SMG Magazine
.45 Incendiary SMG Magazine
Found in: Ordered via syndicate uplink, costs 4 telecrystals.
Used for: Loading a C-20r SMG. 15 damage, 2 firestacks.
Strategy: Lock and load.
Description
A 24-round .45 magazine for use in the C-20r submachine gun.

.45 Ammo Bundle

.45 Ammo Bundle
.45 Ammo Bundle
Found in: Ordered via syndicate uplink, costs 20 telecrystals.
Used for: Loading several C-20r SMGs.
Strategy: Lock and load.
Description
Contains 9 C-20r SMG magazines, for a total of 216 shots.

L6 Squad Automatic Weapon

L6 SAW
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 high brute damage. A few good shots on someone and they're down.
Shoots in three-round bursts and needs two free hands to use. Dust cover must be opened with an alt-click to be able to insert a new magazine. Starts with a syndicate firing pin, which prevents enemies from using it.

[Show/hide] SAW Ammo

1.95x129mm Box Magazine

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

7.12x82mm (Match) Box Magazine

7.12x82mm (Match) Box Magazine
7.12x82mm (Match) Box Magazine
Found in: Ordered via syndicate uplink, costs 10 telecrystals.
Used for: Loading the L6 SAW.
Strategy: Lock and load. Trickshots.
Description
A 50-round magazine of 7.12x82mm ammunition for use in the L6 SAW. Perfect for ricocheting off walls all fancy-like. 40 damage, 60 ricochet chance.

Sniper Rifle

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

[Show/hide] Sniper Ammo

.50 Magazine

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

.50 Soporific Magazine

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

.50 Penetrator Magazine

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

Surplus SMG

Surplus SMG (PP-95 SMG)
Surplus SMG (PP-95 SMG)
Found in: Ordered via syndicate uplink, costs 2 telecrystals.
Used for: Arming someone cheaply.
Strategy: For when you are low on TC and need a gun.
Description
An ancient 9x19mm submachine gun pattern updated and simplified to lower costs, though perhaps simplified too much.

[Show/hide] Surplus SMG Ammo

Surplus SMG Magazine

Surplus SMG Magazine (PP-95 magazine (9x19mm)
Surplus SMG Magazine (PP-95 magazine (9x19mm)
Found in: Ordered via syndicate uplink, costs 1 telecrystal.
Used for: Loading the PP-95 SMG.
Strategy: Lock and load.
Description
50 shots. 10 damage each.

Stechkin APS Machine Pistol

Stechkin APS Machine Pistol
Stechkin APS Machine Pistol
Found in: Ordered via syndicate uplink, costs 10 telecrystals
Used for: Quick murder.
Strategy: Normal sized. Does not fit in pocket.
Description
A ancient Soviet machine pistol, refurbished for the modern age. Uses 9mm auto rounds in 15-round magazines and is compatible with suppressors. The gun fires in three round bursts. Not to be confused with the Makarov Pistol, which used to be named "Stechkin Pistol". Has fire delay and adds 10 spread.

9mm Stechkin APS Magazine

9mm Stechkin APS Magazine
9mm Stechkin APS Magazine
Found in: Ordered via syndicate uplink, costs 2 telecrystals. Loose ammo boxes can be made in a hacked autolathe.
Used for: Ammunition for the Stechkin APS. 30 damage.
Description
An additional 15-round 9mm magazine, compatible with the Stechkin APS machine pistol.

M-90gl Carbine

M-90gl Carbine
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 hold 30 rounds of bullets, which is more than enough against unarmored targets.

[Show/hide] M-90gl Carbine Ammo

5.56mm Toploader Magazine

5.56mm Toploader Magazine
5.56mm Toploader Magazine
Found in: Ordered via syndicate uplink, costs 4 telecrystals.
Used for: Loading the M-90gl Carbine. 30 damage, 30 AP.
Strategy: Lock and load.
Description
It's a magazine. Every time you call it a clip, god, kills a kitten.

5.56mm Toploader Phasic Magazine

5.56mm Toploader Phasic Magazine
5.56mm Toploader Phasic Magazine
Found in: Ordered via syndicate uplink, costs 8 telecrystals.
Used for: Loading the M-90gl Carbine. 20 damage, 70 AP.
Strategy: Lock and load.
Description
An additional 30-round 5.56mm magazine; suitable for use with the M-90gl carbine. These bullets are made from an experimental alloy, 'Ghost Lead', that allows it to pass through almost any non-organic material.

40mm HE Grenade

40mm HE Grenade
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
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
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
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
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
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
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
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
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
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
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
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 Bio Virus Antidote Kits (BVAK autoinjectors) with 20u vaccine (inject 10u per use), a BVAK bottle (30u vaccine) and a normal syringe.

Grenadier's Belt

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

Syndicate Detonator

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

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

Viscerator Delivery Grenade

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

Combat Gloves Plus

Combat Gloves Plus
Combat Gloves Plus
Found in: Ordered via syndicate uplink, costs 5 telecrystals.
Used for: Krav Maga.
Strategy: Take down or silence targets with Krav Maga.
Description
A pair of gloves that are fireproof and electrically insulated, however unlike the regular Combat Gloves these use nanotechnology to teach the martial art of krav maga to the wearer.

Stealth and Camouflage Items

Stealthy No-Slip Chameleon Shoes

Stealthy No-Slip Chameleon Shoes
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
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)
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

Syndicate Jaws of Life

Syndicate Jaws of Life
Syndicate Jaws of Life
Found in: Ordered via syndicate uplink, costs 4 telecrystals.
Used for: Gaining entrance to restricted areas
Strategy: Use the crowbar mode to open non-bolted airlocks
Description
Based on a Nanotrasen model, this powerful tool can be used as both a crowbar and a pair of wirecutters. In its crowbar configuration it can be used to force open airlocks. Useful for entering the station or its departments.

Blood-Red Magboots

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

Assault Pod Targeting Device

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

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

Energy Shield

Energy Shield
Energy Shield
Found in: Ordered via syndicate uplink, costs 16 telecrystals.
Used for: Protecting yourself from energy weapons
Strategy: This is a very powerful asset, it will deflect all energy based ranged attacks, laser or stun. This makes it significantly harder for station personnel to attack or subdue you at range as only the armoury's riot shotguns will be effective in bypassing the energy shield.
While expensive, having the people up front wield 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
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
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 (containing 30 units of Epinephrine, 30 units of Omnizine, 15 units of Leporazine and 15 units of Atropine), a night vision medical hud for quick identification of injured comrades, a brute and burn healing patch, and a combat defibrillator that fits in belts and works through exosuits (usually useless due to explosive implants).

Syndicate Sentience Potion

Syndicate Sentience Potion
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.

Guerrilla Gloves

Guerrilla Gloves
Guerrilla Gloves
Found in: Ordered via syndicate uplink, costs 2 telecrystals.
Used for: Tackling.
Strategy: Insulated tackling gloves.
Description
See tackling gloves.

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

Macrobomb Implant

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

Reviver Implant

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

Thermal Vision Implant

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

X-Ray Vision Implant

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

Support

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

Dark Gygax

Dark Gygax
Dark Gygax
Found in: Ordered via syndicate uplink, costs 80 telecrystals.
Used for: Close quarters mechanized combat.
Strategy: Beeline directly for the disk, filling everyone and everything in the way with buckshot. Be surprisingly hard to hit due to high deflection.
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 LBX AC 10 "Scattershot" shotgun, both types of armor boosters, and an Energy Relay, this mech proves to be as powerful as anything the operatives can bring to bear in terms of close-quarters combat prowess.
However, it is extremely vulnerable to ion guns, which will seriously damage the mech in a few hits. Consider not bringing your ship's ion gun along for the assault. Aside from the ion gun, the only easy way to bring it down is other EMPs, mass laser fire or a ton of explosives.
It also has a leg actuator function, which speeds up the mech. The Dark Gygax also possesses a bluespace cell, which grants it a larger pool of energy to draw from than it's Mauler counterpart.

Has thrusters for space-maneuverability.

Dark Mauler

Dark Mauler
Dark Mauler
Found in: Ordered via syndicate uplink, costs 140 telecrystals!
Used for: Heavy Assault Platform.
Strategy: For when you need to absolutely annihilate anything in your way, accept no substitute.
Description
The single most expensive item available to the Operatives, the Dark Mauler is an unholy terror to behold to even the most elite of Security personnel. Carrying a mounted LMG, a Scattershot gun, a Missile Rack, a Power Relay for infinite power and special anti-ranged armor, this monster can destroy the station ten-fold with the equipment it carries.
Its armor makes it nearly impossible to destroy by all but the most concentrated, coordinated and well armed of counter attacks. Its main weakness is that is is very slow moving, making it easy to outrun. It can, however, walk through walls without any trouble, making most stationary fortifications pointless.
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
Syndicate Cyborg
Found in: Ordered via syndicate uplink, costs 65 TC for the assault module and 35 for the medical/saboteur ones.
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, Medical or Engineering module.
  • The assault module contains:
    • A flash;
    • An energy sword;
    • A cyborg LMG that prints ammo from energy;
    • A grenade launcher;
    • An emag;
    • A crowbar;
    • A pinpointer;
  • The medical module contains:
    • A flash;
    • A syndicate hypospray containing restorative nanites;
    • Medical Gauze;
    • A defibrillator;
    • A Medbeam Gun;
    • A health analyzer;
    • Surgery tools (The surgical saw can be toggled to be an energy sword);
    • An emag;
    • A crowbar;
    • A pinpointer.
  • The saboteur module contains:
    • A full set of tools;
    • Metal, glass and cable synthesizers;
    • A robotic RCD;
    • A robotic RPD;
    • A fire extinguisher;
    • Zipties;
    • A flash;
    • Thermal vision;
    • A fake destination tagger;
    • A cyborg chameleon projector;
    • A pinpointer.

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

Reinforcements

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


(Pointless) Badassery

Broken Chameleon Kit

Broken Chameleon Kit
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
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
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.