Syndicate Items
Syndicate Items
This is a hopefully comprehensive list of all the items Traitors and Nuclear Operatives can obtain through their uplink by paying Telecrystals.
The first section contains all the items a traitor can buy, with items available to nuclear operatives denoted by a green "Yes" in the appropriate column.
The second section Contains items exclusive to nuclear operatives.
Your Uplink
Traitors by default have their PDA serve as their uplink. This can be changed through game preferences into your headset, your pen or a pre-installed uplink implant (-4 starting TC).
The shop page is hidden for stealth purposes, and to unlock it you will need to either enter the special code you receive roundstart as your PDA's custom ringtone, select a special frequency on your special headset, or click you special pen, whichever you chose as your preference. The shop interface is divided into categories. Traitors start with 20 TeleCrystals, always. |
Some items are very expensive and require higher threat level. You can obtain threat level and telecrystals through doing objectives. How? In the category "objectives" you can select an objective by click-dragging it to an empty slot, which you will need to complete and then turn in for the TC and/or threat level reward. All syndicate agents know codewords with which to recognize each other on the station, but remember that traitors are not required to cooperate.
Remember, there are discounts!: Up to three items, unique for each uplink, can be purchased *once* each for a randomly discounted price. Cheaper items get discounted more often and discounts tend to average around 50% off, but every once in a while you can hit the jackpot and get a revolver for 80% off.
Bundles
Conspicuous and Dangerous Weapons
Note: the ammo category has been rolled into the weapon's tables for efficiency sake.
Ops? | Item | Icon | Cost | Threat | description | info | |||||||||||||||||||||||||
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Yes | Box of Throwing Weapons | 3 | 100 | 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. |
Not a great main weapon by any means, but they can be a good supplement to your arsenal, especially if you are on the run | ||||||||||||||||||||||||||
Yes | Energy Sword | 8 | 200 | This is a melee weapon that will do a lot of (30) brute damage. It also has a high chance to knock someone down, or outright uncouncious. It has two states, on and off. When it's off, you can fit it into your pocket, but it's a terrible weapon. Activate it to switch between the two states, but be warned, turning it on or off causes a very loud and distinct noise. You have a decent chance of reflecting projectiles with it when turned on. 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. | Very good combo combined with the Mini Energy Crossbow's knockdown.
You can also hit it with a multitool to make a RAINBOW SWORD. | ||||||||||||||||||||||||||
Yes | Double-bladed Energy Sword | 16 | 300 | 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 disabler shots. 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 also has a chance to reflect bullets, but this is somewhat unreliable. It will stop some but not all melee attacks, so try to avoid the inevitable jousting matches with stunbatons. Temperature gun shots go right through this. | 25+ players only. | ||||||||||||||||||||||||||
Yes | Gloves of the North Star | 8 | 200 | 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. | AAAATATATATATA!! | ||||||||||||||||||||||||||
No | Holoparasite injector kit | 18 | 300 | 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. |
25+ players only | ||||||||||||||||||||||||||
Yes | Power fist | 6 | 200 | A gas-powered metal fist, it will send anyone you hit flying as long as the gas lasts. It is piston powered, and said piston is activated by gas coming from a gas tanks (not provided). To mount a gas tank, simply click on the powerfist with the tank in your hand. The pressure valve can be adjusted with a wrench to the setting 1,2 and 3. Setting one has force 20 and launches people 1 tile away. Setting two and three double and triple these values respectively, so 40/60 damage and 2/3 tiles thrown.
From a standard, filled tank of air one should expect 4 full punches on setting two and 3 on setting three. To remove an empty tank, use a screwdriver on the powerfist. |
Not worn like gloves, but held in your hand. The gas in the tank is expelled into the enviroment after each punch. | ||||||||||||||||||||||||||
Yes | Makarov Pistol | 7 | 100 | A small gun, fits into your pocket. Has an 8-round magazine and is semi-automatic - meaning it'll eject bullet casings as it fires making evidence clean up harder. Issued ammo does 30 brute damage on an unarmoured target per shot, 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 much quieter, however this increases the size to normal and it will no longer fit in your pocket. Uses 9mm ammunition.
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Formerly named Stechkin. Can be found off station sometimes. | ||||||||||||||||||||||||||
Yes | .357 Revolver | 13 | 300 | The bigger gun, makes a very loud and distinct noise. It's a very reliable weapon for a quick and bloody murder, as most people cannot react in time before being shot twice. This gun comes loaded with 7 rounds, more can be bought from your uplink or created with a hacked autolathe.
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Very lethal. Drops an unarmored target in only two shots. Great for ambushes, but doesn't have a lot of staying power in a prolonged fight. | ||||||||||||||||||||||||||
Yes | Toy Gun with Riot Darts | 2 | 0 | 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.}}
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Pretty much just a disabler that's a little easier to reload, but it's also a dead giveaway of your traitorous allegiance. |
Stealthy and Inconspicuous Weapons
Ops? | Item | Icon | Cost | Threat | Description | Info | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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No | Contractor Baton | 7 | 0 | A compact baton that functions similarly to telescopic batons, but is more powerful. Makes the victim slur as if inebriated and works on cyborgs. | Extremely useful for kidnappings or as a defensive tool, but is of a bright orange color and makes a loud noise when hitting people, so everyone around you will know you're a traitor as soon as you extend it. Can only be purchased once. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Yes | Dart Pistol | 4 | 0 | 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. |
See toxin for ideas of what to load this with. Otherwise pairs nicely with the poison kit | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Yes | Dehydrated Space Carp | 1 | 0 | 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, so it knows not to kill you. 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. | Surplus classic | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Yes | Energy Dagger | 2 | 0 | A pen that once activated in your hand becomes an energy dagger that does 18 brute on hit, and 35 brute when thrown. It's better than most improvised weapons, very cheap, and easily concealable, especially in your PDA. A nice fallback in case your injured target manages to disarm you of your primary weapon. | It's biggest advantage is how discreet it is. Kills just a little faster than a toolbox, but has the armor penetration to make it decent against security. Remember they usually only have to hit you once with their stun baton. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
No | Martial Arts Scroll | 17 | 300 | This scroll will teach you the Sleeping Carp style, making you immune to ranged attacks while combat mode is active but also unable to use guns, while making your hits stronger. 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 flavor messages while reading. The Sleeping Carp style was one again changed in November, 2023 and currently has following effects:
You execute a combo step by successfully clicking a person with a certain basic interaction. Example: To perform Crashing Wave Kick you Turn on Combat Mode Enable with 4, disable with 1 or toggle with F by default. Left-clicking people with an empty hand will Harm them if on, or Help them if off. Prevents you from switching places or being pushed when colliding with people. and then left-click. a person while on Combat Mode Enable with 4, disable with 1 or toggle with F by default. Left-clicking people with an empty hand will Harm them if on, or Help them if off. Prevents you from switching places or being pushed when colliding with people. to attack them once, then spam Ordinary right-click. It doesn't matter if Combat Mode Enable with 4, disable with 1 or toggle with F by default. Left-clicking people with an empty hand will Harm them if on, or Help them if off. Prevents you from switching places or being pushed when colliding with people. is on or not. on the same person until you successfully perform the second combo step. Basically you attack with one type of attack, wait for the 0.8ish second attack cooldown to go away, and then click the same person again with the next required attack.
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25+ players only | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
No | Mini Energy Crossbow | 10 | 300 | 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 does not provide any message that it has been fired. Easily concealed in your pocket, strong when paired with a strong melee weapon such as the energy sword. 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. | 25+ players only | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
No | Boxed Origami Kit | 4 | 100 | 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. |
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Yes | Poison Kit | 6 | 0 | This kit contains 30u bottles of Polonium, Venom, Fentanyl, Formaldehyde, Cyanide, Histamine, Initropidil, Pancuronium, Sodium Thiopental, Coniine, Spewium, Curare and Amanitin, with a free syringe to inject them with. Those experienced in chemistry with the appropriate access may find the kit redundant, though it does contain some poisons not available elsewhere.
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Pairs well with the Dart Pistol. Otherwise, it might be worthwhile poisoning the chef's food while he isn't looking. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Yes | Romerol | 25 | N/A | Romerol adds a zombie infection organ to victims. When those victims die, they will revive as zombies who can infect other people. It can be applied to corpses directly, allowing creation of zombies from corpses in the Morgue, or to living beings to turn them into an apocalyptic time bomb! | Actually adds a zombie organ. Currently only purchasable by nuke ops - ordinary traitors can get an objective for this instead. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
No | Sleepy Pen | 4 | 0 | 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- fun to combo with the Poison Kit. 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. |
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Yes | Universal Suppressor | 3 | 0 | 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. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Yes | Syndicate Holster | 1 | 0 | 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. | This thing can be disgused as other belts! Good for keeping your illicit weapons out of the eye of security. |
Grenades and Explosives
All items available to nuclear operatives.
Item | Icon | Cost | Threat | description | info |
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Composition C-4 | 1 | 50 | 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. |
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Bag of C-4 Explosives | 8 | 100 | 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 | 4 | 200 | Contains 3 X4 charges in a handy dufflebag, to use however you want. X4 is a more powerful version of C4, and will also deal damage in a cone behind the target. | ||
EMP Kit | 2 | 0 | 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. |
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Detomatix PDA Cartridge | 6 | 200 | A cartridge for your PDA. When inserted, it will allow you to send a trapped message to attempt to detonate a target PDA. You can set a fake name and job while doing so. Your target will need their PDA's messenger function turned on in order to attempt this. 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 the target replies to the message or opens their messages within 10 seconds of receiving it, the target's PDA will explode, destroying the ID and damaging them while also 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.
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Pizza Bomb | 6 | 300 | 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 free pizza, for you or your target! | ||
Slipocalypse Clusterbang | 3 | 0 | 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 | 11 | 300 | 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. |
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Syndicate EMP Bomb | 7 | 300 | A variation of the syndicate bomb designed to produce a large EMP effect. Ordering the bomb sends you a small beacon, which will teleport the EMP to your location when you activate it. Use the same way as you use a syndicate bomb (see above). Creates an EMP with a range of 15 heavy and 25 light. | ||
Syndicate Minibomb | 6 | 300 | 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
Ops? | Item | Icon | Cost | Threat | description | info |
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No | Chameleon Kit | 2 | 0 | 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! |
But not the skillcape! | |
No | No-Slip Chameleon Shoes | 2 | 200 | These shoes have an action button to change shape, but unlike the chameleon shoes from the kit they also protect you from slips. | 20+ players only. Huh. | |
Yes | Agent ID Card | 2 | 0 | 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 allow you select up to 5 accesses to copy over depending on the target card's access. This persists even as you change it's appearance. The card has 5 wildcard slots you can fill this way: 3 at common, 1 at command and 1 at captain level. |
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Yes | Chameleon Projector | 7 | 0 | 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 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. |
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Yes | Artificial Intelligence Detector | 1 | 0 | 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. | ||
Yes | Smuggler's Satchel | 1 | 0 | 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 used to persist between rounds, but people abused that feature hard. | |
Yes | Stimpack | 5 | 0 | This stimulant medipen comes loaded with 50u Stimulants, which will heavily increase your run speed, reduce stuns and give a small heal over time. | ||
No | Mulligan | 4 | 0 | This syringe comes loaded with a Mulligan Toxin that will randomize your appearance and identity, permanently. | ||
Yes | EMP Flashlight | 4 | 0 | 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. |
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Yes | Radio Jammer | 5 | 0 | This device will block any nearby outgoing radio communication when activated. Activate it before killing someone so they can't scream over radio, and put it in your pocket or backpack. | ||
Yes | Codespeak Manual | 3 | 0 | This manual teaches you, or anyone hit by it Codespeak, which sounds like random concepts and drinks to anyone listening. Unlimited uses. Use ,t before saying something to speak in Codespeak. | ||
Yes | GLA Brand Mail counterfeit Device | 1 | 0 | Device that is able to counterfeit NT's mail. This device also is able to place a trap inside of mail for malicious actions. Trap will "activate" any item inside of the mail. Also it might be used for contraband purposes. Integrated micro-computer will give you great configuration for your needs. | Cargo techs and QMs are able to buy this in bulk for cheaper. | |
No | Disable Telecomms | 4 | 150 | When purchased, a virus will be uploaded to the telecommunication processing servers to temporarily disable themselves. | Can only be bought once. | |
No | Trigger Stationwide Blackout | 6 | 200 | When purchased, a virus will be uploaded to the engineering processing servers to force a routine power grid check, forcing all APCs on the station to be temporarily disabled. | Can only be bought once. |
Armor
Ops? | Item | Icon | Cost | Threat | description | info |
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Yes | Syndicate Space Suit | 4 | 0 | 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. | ||
No | Syndicate MODsuit | 8 | 200 | The feared suit of a syndicate nuclear agent. Features a special "Armor Booster" mod that boosts the user's armor in exchange for EVA protection while enabled, giving the user the following Resistances:
melee = 40, ballistic = 50, laser = 30, energy = 40, bomb = 35, biological = 100, fire = 50, acid = 90, wounds = 25 |
Nukies can't actually buy this. | |
Yes | Elite Syndicate MODsuit | 16 | 900 | The feared suit of a syndicate nuclear agent. Features a special "Armor Booster" mod that boosts the user's armor in exchange for EVA protection while enabled, giving the user the following Resistances:
melee = 60, ballistic = 60, laser = 50, energy = 60, bomb = 55, biological = 100, fire = 100, acid = 100, wounds = 25 |
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No | Infiltrator MODsuit | 6 | 0 | This special MODsuit is not spaceproof and sits on your belt slot, however it offers extreme damage resistance, no slowdown, and completely anonymizes you. This suit also has a module that induces bad thoughts in nearby NT employees, reducing their mood. | Can only buy 1. NOT SPACEPROOF!!! | |
Yes | Thermal Vision MOD | 3 | 0 | Mod for a MODsuit that grants the user thermal vision. | ||
Yes | Night Vision MOD | 2 | 0 | Mod for a MODsuit that grants the user night vision. | ||
Yes | Plate compression MOD | 2 | 0 | A module that lets the suit fit in backpacks, not compatible with storage modules or the Infiltrator MODsuit. | ||
Yes | Chameleon MOD | 2 | 0 | A MODsuit module that lets the modsuit's control unit disguise as other objects, such as a backpack. | ||
Yes | Anti-Slip MOD | 2 | 0 | A MODsuit module preventing the user from slipping on water. |
Devices and Tools
All items available to nuclear operatives.
Item | Icon | Cost | Threat | description | info |
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Cryptographic Sequencer | 4 | 0 | An Assistant ID, with foreign electronics taped onto it, and an S drawn on the filed off job icon make it painfully obvious to everyone around you as how valid you are and what you're doing. Sparks tend to shoot off things after you hack them. Exercise caution when using it and prepare to be caught.
Also called an Emag (electromagnetic card), it allows you to break open most electronic locks, 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. Nanotrasen has upgraded their airlocks to be proofed against these, so you'll need a more special card to overload their electronics, see below. Just like an ID card, you can hide it in a wallet along with 3 other cards/emags/doorjacks/lighters/holochips. Wallets can be found in dorm room lockers, uncommonly in maintenance or Cargo Bay, or made with leather from the biogenerator in the public garden. You can also put it on your ID slot and show it off like an ID card, but that doesn't really do anything. |
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Airlock Authentication Override Card | 3 | 0 | A specialized cryptographic sequencer with a distinctive battery tray, specifically designed to override station airlock access codes. Doors hacked open shoot off very visible sparks when you use it, just like its more well known brother, so exercise caution and stealth.
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.
Just like an ID card or an emag, you can hide it in a wallet along with 3 other cards/emags/doorjacks/lighters/holochips. You can also put it on your ID slot and show it off like an ID card, but that doesn't really do anything. |
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SyndEye Program | 1 | 0 | A data disk containing a unique PC app that allows you to watch cameras and track crewmembers. Upload it to your PDA or personal computer to track your targets! | ||
Fully Loaded Toolbox | 1 | 0 | It's a suspicious looking toolbox, filled with useful tools. Contains:a , a, a , a , a, some , and a pair of combat gloves (which are insulated). It's also slightly more robust than a regular toolbox. | Can be found offstation sometimes. | |
Adaptive Cardboard Cutouts | 1 | 0 | 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 | 1 | 0 | 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 |
But sometimes the sprite is not animated? Investigate... | |
Hypnotic Flash | 7 | 0 | Hypnotises people into following the next phrase they hear. To be considered vulnerable, a player must not be implanted with a Mindshield Implant and either be hallucinating, sleeping, unconscious, drugged, at extremely low sanity or suffering from the Dumbness trauma. Being crit does not count. Will trigger confusion, dizziness, drowsiness 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.". This is when you should say your phrase, even if they're still asleep. Repeating the process on the same victim will replace the old phrase.
Unlike an ordinary flash, this item can not break from EMP or repeated use. This flash does not stun people. |
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Hypnotic Grenade | 12 | 0 | This flashbang 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. Unlike the hypnotic flash, which requires a target be "prepared" for the trance, the sound portion of the flashbang causes hallucinations, and will allow the grenade's flash to instantly induce a hypnotic trance in viewers, making them hypnotized by the next sentence they hear. |
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Syndicate Surgery Duffelbag | 4 | 0 | Use it to perform any kind of surgical crime. Contains: a laser scalpel, a mechanical pincher, a searing tool, bonegel, a bonesetter, some , a , a , and an empty which slaves the borg to you. | Contains advanced surgery tools, which you normally cannot get without research. | |
Chest Rig | 1 | 0 | A robust seven-slot set of webbing that is capable of holding all manner of tactical equipment. | ||
Syndicate Tome | 5 | 0 | Like the chaplain's bible, but for traitors. Won't bless any water or rooms, but can heal others like a bible would. The user needs to bind the tome to themselves by using it in their hand (The tome bites them as confirmation). While on harm intent, does 18 BURN damage a hit. Also grants anti-magic while held, and the ability to clear away cultist and heretic runes. | 18 damage is nothing to scoff at, but the real value here is the anti-magic which make this very valuable | |
Thermal Imaging Glasses | 4 | 0 | 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 | 5 | 0 | Insert into your headset to access the :binary channel borgs and AIs use. If your headset's full, use a screwdriver to remove the keys already in your headset, and place the ones you want back in. All keys can access the common channel, so if you have a "commons" key you can safely throw it away. While talking on the :binary channel is possible, it is not recommended as an AI can quickly realize you are not a borg slaved to them, and thus call valid salad on you. Also remember anyone can hear what you say into your radio if they are next to you. | ||
Syndicate Encryption Key | 2 | 0 | Attach it to your headset 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. If your headset's full, use a screwdriver to remove the keys already in your headset. Speak on the secret channel with a :t before your text. Remember that other traitors are not obliged to be friendly to you. | ||
Hacked AI Upload Module | 4 | 300 | This is a more powerful version of the Freeform AI Module. It allows you to upload Hacked laws onto the AI from any AI Upload Console. Unlike Freeform, the name of the person who uploaded it is not revealed to the AI. The hacked Laws act like Ion Storm Laws and will precede the numbered laws in priority, automatically overriding all other laws should they conflict. Make sure you pay attention to the wording of your new Law as most AIs would love to use any loophole they can find to kill you. |
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Powersink | 11 | 300 | 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! |
25+ players only | |
Ominous Beacon | 10 | 300 | 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. |
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Briefcase Launchpad | 6 | 0 | A briefcase containing a miniature launchpad, able to teleport objects and mobs up to 8 tiles away and back in any direction. It's controlled via a remote disguised as a folder, allowing the user to use it in reverse when escaping.
To link the briefcase with the remote, simply hit it with the remote. To set it up, use the briefcase in hand. To pick it up once you're done, click and drag the briefcase and drop it to your character's sprite. |
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Radioactive Microlaser | 3 | 0 | A radioactive microlaser disguised as a standard Nanotrasen health analyzer. When used, it emits a powerful burst of nerve, 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. | ||
F.R.A.M.E. PDA Cartridge | 4 | 0 | A program catridge for a PDA. 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. | ||
Syndicate Soap | 1 | 0 | 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. | ||
Protocol CRAB-17 Phone | 7 | 0 | 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. | Can only buy one. | |
Polarized Contact Lenses | 3 | 0 | High tech contact lenses that bind directly with the surface of your eyes to give them immunity to flashes and bright lights. Effective, affordable, and nigh undetectable | Provides great protection against Security and Revolutionaries. | |
Tram Remote Control | 2 | 0 | When linked to a tram's on board computer systems, this device allows the user to manipulate the controls remotely. Includes direction toggle and a rapid mode to bypass door safety checks and crossing signals. Perfect for running someone over in the name of a tram malfunction! | ||
Failsafe Uplink Code | 1 | 0 | When entered, your uplink will self-destruct immediately. Perfect for getting the last laugh on a security officer trying to log into your uplink. | ||
Super Pointy Tape | 1 | 0 | An all-purpose super pointy tape roll. The tape is built with hundreds of tiny metal needles, the roll comes with in 5 pieces. When added to items, the item that was taped will embed when thrown at people. Taping people's mouthes with it will hurt them if pulled off by someone else. | Useful to pair with remotely activated grenades. | |
Experimental Syndicate Teleporter | 8 | 0 | A handheld device that teleports the user 4-8 tiles forward. Beware, teleporting into a wall will trigger an emergency teleport, attempting to place you 3 tiles to a random side of your initial destination; however if that fails, it gibs you. Comes with 4 charges, recharges randomly but quickly. If EMPed, will randomly teleport, taking anyone that might be holding onto it with it. If you somehow manage to teleport directly onto someone (which is pretty hard given the 5 tile variability) it'll stun them and deal 20 brute. Every use leaves 10u of your blood on the floor. | Very strong, especially for its price and given that it requires no threat. Perfect for getaways and break-ins. | |
Syndicate Autosurgeon | 5 | 0 | A multi-use autosurgeon for implanting whatever you want into yourself. Put implants inside of it, and activate it inhand in order to use. Rip that station apart and make it part of you. | ONLY available on stations with the "Cybernetic Revolution" trait. |
Implants
All items available to nuclear operatives.
Item | Icon | Cost | Threat | description | info |
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Freedom Implant | 5 | 0 | 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 | 8 | 0 | 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, that can't be detected without Surgery. | ||
Internal Syndicate Radio Implant | 4 | 0 | This implants you with a hidden radio that can access the common and secret syndicate channel (:t). 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 | 8 | 0 | 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. | ||
Uplink Implant | 4 | 0 | Injecting yourself with this will allow you to bring up a syndicate uplink menu by using a HUD-button or a custom emote. You can charge it by using raw telecrystals on yourself. In case you get captured, this is a get out of jail free card. |
Race Restricted
No item available to nuclear operatives, as they are humans (AI door!).
Item | Icon | Race | Cost | Threat | description | info |
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Extra-Bright Lantern | Moths |
2 | 0 | We heard that moths such as yourself really like lamps, so we decided to grant you early access to a prototype Syndicate brand Extra-Bright Lantern™. Enjoy. |
Role Restricted
No item available to nuclear operatives, they do it for free don't have jobs!
All items from a specific department are also available to the head of said department. The HoP has no department.
Item | Icon | Role | Cost | Threat | description | info |
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Clumsiness Injector | Clown |
1 | 0 | Gives anyone injected with it the clumsy mutation. | ||
Ultra Hilarious Firing Pin | 4 | 0 | A firing pin that, when inserted into a gun, makes that gun only usable by clowns and clumsy people and makes that gun honk whenever anyone tries to fire it. | |||
Super Ultra Hilarious Firing Pin | 7 | 0 | Like the ultra hilarious firing pin, except the gun you insert this pin into explodes when someone who isn't clumsy or a clown tries to fire it. | |||
Reverse Bear Trap | 5 | 0 | 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. | |||
Banana Cream Pie Cannon | 10 | 100 | A special pie cannon for a special clown. This gadget can hold up to 20 pies and automatically fabricates one every two seconds. | |||
Reverse Revolver | 14 | 300 | This revolver with a special pin can only be shot straight by clumsy people. Everyone else who tries to fire it will instead shoot themselves in the face. People can prove hard to convince it's the real deal, especially metagamers that see a clown with a gun and know what's up. Advanced pranking would involve other traitors' revolvers. |
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Clown Bomb | 15 | 150 | A bomb that releases fifty clowns. It even honks instead of beeping. | |||
Clown Car | 20 | 50 | 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, the key being their their bikehorn. Banana peels allegedly repair it. Beware; if you scoop up someone who has 30u of Irish Car Bomb in their system, the car will violently detonate 5 seconds later! | |||
Guide to Advanced Mimery Series | Mime |
12 | 200 | 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. The books don't disappear upon learning, so try to hide or destroy them once you are done. | ||
Ancient Toolbox | Assistant |
2 | 0 | A toolbox specially preserved and modified for your robusting needs, comes with normal tools and Insulated Gloves, but its special feature is having its damage increased the more telecrystals you have inside it! | Currently unobtainable. | |
Ancient Jumpsuit | 20 | 0 | An old smelly grey jumpsuit, this item provides no benefit or disadvantage other than bragging rights. | |||
EZ clean bundle | Janitor |
6 | 0 | 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 | Chaplain |
20 | 50 | 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.
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Haunted Magic Eightball | Curator |
2 | 0 | 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 whether they will help you or not. 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". |
Can only be bought once. | |
Box of Gorilla Cubes | Geneticist |
6 | 150 | A box with 3 Waffle Co. brand gorilla cubes: similar to monkey cubes, but will release angry gorillas when rehydrated. Expose them to water and watch the mayhem from a safe distance. | You can mutate monkeys into a gorilla by giving them enough genetic damage (>2500), however this takes a super long time so the cubes are still worth it. | |
Modified Syringe Gun | 14 | 0 | A syringe gun that fires DNA injectors instead of normal syringes. | |||
Magillitis Serum Autoinjector | 15 | 100 | Contains a chemical that turns you into a fast, tough gorilla after a short while. | In theory, if a brain is harvested from the gorilla carcass and inserted into an empty body, the injected person can be brought back. | ||
Blast Cannon | Scientist |
14 | 300 | This unassuming piece of hardware can load TTVs and will launch a projectile in a straight line, until it gets stopped by a wall. Wall penetration power is determined by the bomb's theoretical explosion size. Projectiles fly across Z-levels, which is very fun with looping Z-levels, or even just for sniping AIs across space. |
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Concealed Weapon Bay | Roboticist |
3 | 300 | 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 | 10 | 200 | 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. | |||
Heavily Modified Springlock MODsuit Module | 2 | 0 | A module that spans the entire size of the MOD unit, sitting under the outer shell. This mechanical exoskeleton pushes out of the way when the user enters and it helps in booting up, but was taken out of modern suits because of the springlock's tendency to "snap" back into place when exposed to humidity. You know what it's like to have an entire exoskeleton enter you? This version of the module has been modified to allow for near instant activation of the MODsuit. Useful for quickly getting your MODsuit on/off, or for taking care of a target via a tragic accident. | |||
Australicus Slime Mutator | Roboticist, Scientist |
10 | 300 | 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). | ||
Reagent Dartgun | Chemist, CMO, Botanist |
12 | 200 | This special dartgun produces four 15u piercing syringes every 25 seconds and draws from an internal 100u chemical container. You must fill the chemical container yourself. | ||
Brainwashing Surgery Program | Medical Doctor, CMO, Roboticist |
5 | 0 | 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. | ||
Syndicate Brand MMI | Medical Doctor, CMO, Roboticist |
2 | 0 | An MMI modified to give cyborgs laws to serve the Syndicate without having their interface damaged by Cryptographic Sequencers, this will not unlock their hidden modules. | ||
Kinetic Accelerator Pressure Mod | Miner |
5 | 300 | A modification kit which allows Kinetic Accelerators to do greatly increased damage while indoors. Occupies 35% mod capacity. Use 2 for full damage. (You can only order two). | ||
Explosive Hot Potato | Botanist, Cook, Clown, Mime |
4 | 0 | 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! | ||
Combat Bakery Kit | Cook,
Mime |
7 | 150 | A kit of clandestine baked weapons. Contains a baguette which a skilled mime could use as a sword, a pair of throwing croissants, and the recipe to make more on demand. Once the job is done, eat the evidence. | ||
Butcher's Meat Hook | Cook |
11 | 0 | A meat hook on the end of a long chain. Clicking from range will fire the chain, which drags the target to you, deals 20 brute and stamina damage with 60 armor penetration and 0.5 second knockdown. Was originally shaft miner loot. | ||
Disposable Sentry Gun | Station Engineer |
11 | 0 | A disposable sentry gun deployment system cleverly disguised as a toolbox. Works and functions as a normal red toolbox, until you attack it on Combat Mode Enable with 4, disable with 1 or toggle with F by default. Left-clicking people with an empty hand will Harm them if on, or Help them if off. Prevents you from switching places or being pushed when colliding with people. with the combat wrench that it comes with. Upon bashing it with a wrench, the toolbox will transform into a ballistic sentry gun, theoretically shooting at anyone except you. The turret only has 100 health however, so it will not last long when attacked. | ||
Syndicate Rebar Crossbow | 10 | 0 | A much more professional version of the engineer's bootleg rebar crossbow. 3 shot mag, quicker loading, built-in scope, better ammo, and will never explode in your face when you fire it. Owners manual included.
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Does 35 damage with high embed + wound chance, but slow to fire. Good for assassinations and against soft targets, but not designed for long firefights. | ||
Organic Resources Disturbance Inducer | HoP, QM |
2 | 0 | An Occupational Corruption Device. Using it triggers the bureaucratic error event which randomly opens and closes available job slots for latejoiners. Limited to 1 purchase. | ||
GLA Brand Mail Counterfeit Kit | QM,
Cargo tech |
2 | 0 | A box full of mail counterfeit devices. Devices that are able to counterfeit NT's mail. Those devices also able to place a trap inside of mail for malicious actions. Trap will "activate" any item inside of mail. Also counterfeited mail might be used for contraband purposes. Integrated micro-computer will give you great configuration options for your needs.
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Use it with bombs. |
(Pointless) Badassery
All items available to nuclear operatives.
Item | Icon | Cost | Threat Requirement | description | info |
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Syndicate Playing Cards | 1 | 0 | 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 | 3 | 50 | 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. | Alternates between useful and useless depending on whoever is reworking the game economy system. | |
Syndicate Smokes | 2 | 0 | Strong flavor, dense smoke. Each cigarette is infused with 10u nicotine and 15u omnizine. Smoking one of these cigarettes takes about 2 minutes. | Do not confuse with trick cigarettes. | |
Syndicate Balloon | 20 | 0 | 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. | Will prevent your uplink from buying any other items. | |
Broken Chameleon Kit | 4 | 900 | 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 | 20 | 1100 | Contains a full CentCom Official uniform set, headset and clipboard included. The headset comes without an encryption key. | ||
Clown Costume | 4 | 700 | Contains a complete Clown outfit. | ||
Sleepy Time Pajama Bundle | 4 | 900 | Even soldiers need to get a good nights rest. Comes with blood-red pajamas, a blankie, a hot mug of cocoa and a fuzzy friend. | ||
Syndicate Sticker Pack | 1 | 0 | Contains 8 random stickers precisely engineered to resemble suspicious objects, which may or may not be useful for fooling crew. |
Nuclear Operatives special equipment
Below are items available exclusively to Nuclear Operatives.
Your Uplink
Nuclear operatives have a radio as uplink which starts unlocked, and can be detonated as an impromptu bomb if money is tight. The shop interface is divided into categories. Operatives receive 30 telecrystals to start with, and receive much extra if they declare war on Nanotrasen. |
Some items are very expensive, sometimes enough to be impossible to purchase. You can obtain more telecrystals from other operatives, or give yours away. How? In the category "bundles and telecrystals" you can "buy" TeleCrystals to eject them from your uplink, and reinsert them into any unlocked uplink.
Up to three items, unique for each operative, can be purchased for a randomly discounted price. Cheaper items get discounted more often and discounts tend to average around 50% off, but every once in a while you can hit the jackpot and get a revolver for 80% off. There are also team discounts: discounted items that have unlimited supply (can always buy more as long as you have TC left) that are the same for every operative. Woe to any station that is besieged by operatives with discounted explosives, assault cyborgs or mechs.
Bundles
Item | Icon | Cost | description | info |
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Cybernetic Implant Bundle | 40 | Contains 5 random cybernetic implants. Guaranteed to at least pay for its cost. | With the most expensive implant being macrobomb at 20 TC each, max saving would be 60% and the average will be much less. Check the other discounted categories first. | |
Medical bundle | 15 | 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. |
5 TC saved | |
Spetsnaz Pyro bundle | 30 | 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. | 12 TC saved. The backpack sprayer is kinda trash not gonna lie. For the love of god don't set your teammates on fire!! | |
Syndicate Induction Kit | 10 | A rather odd piece of equipment, this bundle contains a set of rudimentary and basic nuclear operative equipment, but most importantly, an induction implant, which officially 'inducts' any valid antagonist into the nuclear operative team.
Contains:
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Total kit has a rough value of ~25 TC, though basically all of it is just things nuclear operatives get for free.
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Weapons and Weapon Kits
Note: Most weapons come as kits, cases that include both the gun and some extra magazines. Available ammunition has been rolled into the weapon's tables for efficiency sake.
Item | Icon | Cost | description | info | ||||||||||||||||||||||||||||
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Bulldog Shotgun | 8 | 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.
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C-20r Submachine Gun | 14 | 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.
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L6 Squad Automatic Weapon Case | 18 | Holds the most ammo of any gun available: 50 7mm 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.
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Sniper Rifle | 18 | The Sniper Rifle is a high-power long range weapon fitted with a scope; activating the scope will move your screen several tiles in front of you, allowing you to see further than normally possible, allowing you to shoot unaware targets. Requires a free hand to use. Initially loaded with 6 .50 sniper rounds, which deal 70 damage, stun, penetrate armor, and have a chance of dismembering limbs. They can also deal significant damage to objects, destroying airlocks and machinery in one or two hits. Starts with a syndicate firing pin, which prevents enemies from using it.
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Surplus SMG | 2 | An ancient 9x19mm submachine gun pattern updated and simplified to lower costs, though perhaps simplified too much.
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Substituted the mosin. A more forgiving weapon for shoot-ers and shoot-ats. | |||||||||||||||||||||||||||||
Ansem Pistol | 8 | A Syndicate 10mm semi-automatic pistol. Uses 10mm auto rounds in 8-round magazines and is compatible with suppressors.
It's important to note that this pistol is the same you start with in your belt slot, so buying separate magazines might be worth it for some operatives more than buying the whole kit. |
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M-90gl Carbine | 14 | 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.
Ordinary left-click. It doesn't matter if Combat Mode Enable with 4, disable with 1 or toggle with F by default. Left-clicking people with an empty hand will Harm them if on, or Help them if off. Prevents you from switching places or being pushed when colliding with people. is on or not. Primary fire. |
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84mm Rocket Propelled Grenade Launcher | 8 | A reusable rocket propelled grenade launcher preloaded with a low-yield 84mm HE round.
Note: HE rockets are bought in bundles of three for 2 TC, and the HEAP ones are bought a single one at a time. Keep that in mind when bulk buying ammo for the launcher. |
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Syndicate Revolver kit | 14 | A case containing the very same Syndicate revolver that traitors can buy, with three additional .357 speedloaders and a few specialized ammo options available as standalone purchases.
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Energy Shield/Sword Case | 14 | A melee focused weapon kit that contains an energy sword, an energy shield, and a (fake) medieval helmet.
Takes more skill to use, but the high deflection chance of the energy shield and sword combined can be devastating if the crew is using lasers to fight you. Alternatively, you can buy the energy sword as a standalone item for 8TC under the "conspicuous weapons" section. |
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Double-Bladed Energy Sword Case | 18 | An even more melee focused weapon kit, that includes a double-bladed energy sword, an anti-slip module for your MODsuit, a meth autoinjector and a bar of Syndicate soap. If your team ends up buying the chemical plant keycard, you might be interested in concocting something to counteract the meth's innate brain damage, or buy a stimpack if you don't want to bother with chemistry.
There's also a prisoner jumpsuit on the case, though it lacks the protection of the turtleneck you start with. |
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CQC Case | 14 | This kit contains a CQC manual that will train you in such martial art. Upon reading this one-use book, you'll learn how to perform devastating melee combos by chaining a series of actions, as displayed in the following table:
CQC will also make all your grabs start as agressive, and your punches deal more damage. On top of that, the case also contains a bandana, some omnizine cigarettes, and a stealth implant. |
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Flamethrower (*) | 15 | 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. Remember only the black MODsuits are fireproof.
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Identical to a craftable flamethrower. | |||||||||||||||||||||||||||||
Biohazardous Chemical Sprayer (*) | 15 | 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.
Found in the base bio-weapon laboratory. |
Due to the way sprayers distribute chems, and the fact that this is loaded with SIX different poisons (Initropidril, Venom, Polonium, Coniine, Sodium Thiopental, and Condensed Capascin,) this is almost entirely useless in its current state unless you spray someone several times on the 10u setting at point blank. |
(*) This item can be found in one of the syndicate base laboratories, and cannot bought in the uplink. The cost is shown as that of the required key.
Base keys
Note: There are several locked rooms in the Syndicate base. These can only be accessed via special keycards, bought in the uplink. Only one operative needs to buy a key for the whole team to be able to access the laboratory, and buying more than one copy of each keycard is a waste of TC
Item | Icon | Cost | Description |
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Syndicate Ordnance Laboratory Access Card | 15 | Grants access to the Ordnance Laboratory, where you'll find gas canisters, tank transfer valves, and other equipment to let you make gas-based explosives. using this item effectively will need you to know enough ordnance, so your bombs will be effective. On top of that, you get a flamethrower and powerfist for free, which can be found on the lab. | |
Syndicate Bio-Weapon Laboratory Access Card | 15 | Grants access to the Bio-Weapon Laboratory, which has a small slime pen, hydroponics trays and a PanD.E.M.I.C, as well as enough gear to let you use these machines to your advantage as you see fit. This does mean that you have to know your way around botany, virology or xenobiology to make effective use of this laboratory. A fully loaded Bioterror Spray is available at the lab for free as well, if you plan on using it. | |
Syndicate Chemical Plant Access Card | 15 | Grants access to the Chemical Plant, that lets you make an extensive range of chemicals to aid in your operation. This can range from incredibly deadly weapons to powerful combat medication, though you'll need to know proper chemistry to make the most out of this purchase. Inside the laboratory, you'll find an emagged, upgraded chemical dispenser and a plumbing constructor, as well as your typical chemist equipment. On top of that, there's a dart pistol availabe for free inside the plant. | |
Lopez's Access Card | 5 | Grants access to a small freezer found in the bar, where you can find a large amount of food and ingredients for whatever dish you want to make. A good read to the guide to food can give you some ideas if that's what you're going for. |
Grenades and Explosives
Item | Icon | Cost | description | info |
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Bioterror Foam Grenade | 5 | 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 | 15 | 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 | 12 | 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. | ||
Viscerator Delivery Grenade | 5 | 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. | Bought in three unit boxes for 15TC | |
Grenadier's Belt | 22 | A belt containing a large amount of assorted grenades. TO be specific, it contains:
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Syndicate Detonator | 3 | 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. |
Stealthy and Inconspicuous Weapons
Item | Icon | Cost | description | info |
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Combat Gloves Plus | 5 | 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. |
Space Suits and Hardsuits
Item | Icon | Cost | description | info |
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Elite Syndicate Hardsuit | 8 | Works like a Syndicate Hardsuit, but it's more armored and completely immune to fire and acid. Useful when using fire-based weapons. Resistances: melee = 60, bullet = 60, laser = 50, energy = 25, bomb = 55, bio = 100, rad = 70, fire = 100, acid = 100. |
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Shielded Hardsuit | 30 | 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. |
Stealth and Camouflage Items
Item | Icon | Cost | description | info |
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Stealthy No-Slip Chameleon Shoes | 4 | The nuke ops version of chameleon no-slips. |
Devices and Tools
Item | Icon | Cost | description | info |
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Syndicate Jaws of Life | 4 | 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 | 2 | 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 | 30 | This device allows you to aim and use the assault pod located to the east of the syndicate base. The doors are id-locked to operatives and it's defended by wall-mounted automatic guns, making it a safe location to retreat to if necessary.
It cannot return to the syndicate station, so at least one operative should send the ship onto the station to be able to come back. Also, don't forget the nuke behind! |
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Energy Shield | 16 | An incredibly useful personal shield projector, capable of reflecting energy projectiles and defending against other attacks. | ||
Medbeam Gun | 15 | A very efficient healing tool, that doesn't require the constant attention of the healer, since he can keep it in his offhand while shooting with the other hand. It cannot self-heal, however.
Crossing the streams or trying to heal a target already being healed by another medbeam will cause a huge explosion. Be very wary when using two medbeam guns, or avoid buying two altogether. |
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Syndicate Medical Supply Kit | 4 | 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 | 4 | 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 | 2 | Syndicate version of tackling gloves, insulated. |
Implants
All these items ship with an (auto) implanter; to use it, insert the implant in the implanter and use it inhand.
Item | Icon | Cost | description | info |
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CNS Rebooter Implant | 12 | This implant will shorten any stun longer than 4 seconds to 4 seconds. | ||
Microbomb Implant | 2 | Nuclear Operatives start with bomb implants already, but if you feel like increasing the strength of the explosion, you can add more explosive implants. | ||
Plausible Deniability Implant | 6 | Completely prevents both soft and hard critical condition, allowing you to stay in the fight longer! Exactly ten seconds longer, to be precise. Ten seconds after you would have entered critical condition, you explode, even if you've been healed above the threshold. Decent for one last hoorah to do as much damage to the crew as possible, but makes it so your other operatives can't save you. | ||
Macrobomb Implant | 20 | 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 | 8 | This implant will heal you once you fall into crit, then goes into cooldown. | ||
Thermal Vision Implant | 8 | Like optical thermal goggles, it lets you see all living beings through walls, and enhances your vision in the dark. | ||
X-Ray Vision Implant | 10 | Allows unrestricted vision through walls, though light level will still play a role. | ||
Box of Deathrattle Implants | 4 | A collection of eight implants (and one reusable implanter) that should be injected into the team. When one of the team dies, all other implant holders recieve a mental message informing them of their teammates' name and the location of their death. Unlike most implants, these are designed to be implanted in any creature, biological or mechanical. |
Support
Item | Icon | Cost | description | info |
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Dark Gygax | 80 | 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. |
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Dark Mauler | 140 | 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 it 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 | 65 | 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 Syndicate cyborg is occupied by a ghost with the operative preference enabled. If there are no candidates, you can refund the telecrystals by hitting the uplink with the teleporter you get from ordering the cyborg. |
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Reinforcements | 25 | 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
Item | Icon | Cost | description | info |
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Broken Chameleon Kit | 4 | 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 | 4 | Contains a full CentCom Official uniform set, headset and clipboard included. The headset comes without an encryption key. | ||
Clown Costume | 4 | Contains a complete Clown outfit. | ||
Sleepy Time Pajama Bundle | 4 | Even soldiers need to get a good nights rest. Comes with blood-red pajamas, a blankie, a hot mug of cocoa and a fuzzy friend. |
Clown Operative Equipment
STATION PRANKS GONE WRONG! You have been chosen by the clownpeople to lead a daring prank raid (praind??) on one of nanotrasen's space station. While this prank is sponsored by the syndicate coalition, your clown honor (and genes) dictates that you do not use certain BORING equipment standard nuclear operatives are known for, and instead opt for the more !FUN! equipment you are accostumed to as a clown.
Here are some of the biggest changes from the normal operative kit:
Absolutely no guns! | You can use: ... |
The pie cannon! Foam weapons! Origami! | |
No energy sword/shield! | Bananium weapons! |
They are slippery on the floor, and the sword is totally harmless, but slips people you hit! | |
No lame bombs! | Use funny bombs!! |
Summon a horde of clowns! Slap a funny moustache on people's faces! (Also teargas!!) Blow them up with the explosive peel! | |
Bioweapons are A-OK!! | |
Other funny equipment: Combat clown shoes that don't slip, bananium version that leaves peels behind also available! Funny firing pins that only let other clowns use a gun, or VERY funny pins that explode when pulled!! | |
A MECH!!! | |
NO CLOWN CAR!! |
CURRENTLY UNUSED EQUIPMENT
Contract Kit
A special kit for traitors only. CURRENTLY REMOVED FROM THE CODE. YOU CAN NO LONGER BUY THE CONTRACTOR KIT.
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