Table of Contents

Contraband Items

Pssst. Over here. There are a lot of things that The Man doesn't want you to have, whether the man up top is government, corporate, or military. Of course, that just makes you want them even more, right? I thought so.

https://wiki.yogstation.net/wiki/Syndicate_Items

Typically disguised as a PDA, a headset, or a local-band radio. PDAs require a specific numeric code entered in the calculator screen; headsets and radios require manually tuning to a specific frequency. Any of these will bring up a purchase screen. You need telecrystals to teleport items, and you also need credits to pay for them. Depending on who your remote benefactors are, the selection may vary widely - some items may not even be, strictly speaking, 'contraband' as much as 'something you need without going through normal channels.'

Occasionally you will find a more overt Uplink Console that will take telecrystals and credits from a balance card directly; it will generally offer better prices, but will be a fixed console that is very obvious in purpose to anyone who accesses it (and as such will likely bring the ire of Security).

Conspicuous Weapons

Makarov Pistol

A small-caliber pistol that can fit in a pocket, the Makarov uses 9mm rounds and fires a single shot per pull of the trigger.

Original Notes: 7 telecrystals. A small gun, fits into your pocket when not fitted with a suppressor. Has an 8-round magazine and is semi-automatic - meaning it'll eject bullet casings as it fires making evidence clean up harder. Does 30 brute damage on an unarmoured target but dumping the magazine will usually kill or crit all but the most well-prepared and/or armoured foes. Can be fitted with a suppressor, which makes it a very lethal and effective weapon of murder. However, this increases the size to normal and will no longer fit in your pocket.

Machine Pistol

Based on the Stetchkin, this machine pistol has 20 shots and can be used in single shot or burst mode. In burst mode it fires five shots in rapid succession.

Original design.

.357 Magnum Revolver

Based on the MP412 Revolver, this powerful hand cannon does massive damage, but cannot fit a suppressor and is very obvious in use. It takes six rounds and is rarely seen outside of Syndicate hands.

Original Notes: 13 telecrystals. It's a gun. Click on someone and you shoot at them. Does 60 brute damage per shot on an unarmoured target, considerably less on an armoured one. It's a very reliable weapon for a quick and bloody murder, as most people cannot react in time before being shot twice. Keep in mind that it makes a very loud and distinct noise. This gun comes loaded with 7 rounds, more can be bought from your uplink or created with a hacked autolathe. The damage is high enough to quickly blow up a supermatter crystal.

Energy Sword

A sword of coherent energy used to slice through opposition. Powered by an integral power cell.

Original Notes: 8 telecrystals. 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 unconscious. It has two states, on and off. When it's off, you can fit it into your pocket, but it's a terrible weapon (3 damage).

Activate it to switch between the two states, but be warned, turning it on or off causes a very loud and distinct noise. It also is a very good combo combined with the e-bow's knockdown. You have a decent chance of reflecting projectiles with it when turned on.

You can also hit it with a multitool to make a RAINBOW SWORD.

Double-Bladed Energy Sword

Effectively a quarterstaff of coherent energy, useful for deflecting incoming fire and cutting through most adversaries.

Original Notes: 16 telecrystals. 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 energy sword before it, it must be turned on to be used properly, and can still be stored in your pocket when turned off.

The main reason why this weapon is so powerful compared to its predecessor is because it will reflect all energy and laser bolts sent at it back at the person who shot at you, guaranteed.

This makes unrobust Security completely and totally useless at range, and makes them easy kills if they get hit by their own taser shots. This sword is not unstoppable, however. It also has a chance to reflect bullets, but this is somewhat unreliable.

It will also not stop melee attacks, so try to avoid the inevitable jousting matches with stunbatons and disarm intent. Temperature gun shots go right through this.

Powerfist

This weapon is a melee weapon that uses a gas-powered piston to slam targets and knock them backwards.

Original Notes: 8 telecrystals. 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.

EMP Kit

Original Notes: 2 telecrystals. Includes six grenades and one implanter. These are weapons used for disabling electronics like the AI's cameras. They can also be used to silence those pesky pAIs for a few minutes. That or flat out kill them while you home in for the kill. Click on the Grenade to activate it and then throw it like normal grenades.

The implanter functions the same, but after implanting it into yourself, it can be activated three times using the action button. Other uses include draining the batteries of APCs, completely draining the batteries of sec equipment like stun batons and tasers, shocking/opening nearby doors and blinding those who wear thermals caught in the emp range.

If you EMP a group of sec officers before a fight, they'll be completely disarmed of stun weaponry (as of right now, emp will only drain about 20% of a stunbaton's total charge, though) aside from flashes and flashbangs. They also stun cyborgs for a good deal of time.

Syndicate Minibomb

Original Notes: 6 telecrystals. 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.

Holoparasite Injector

Original Notes: 18 telecrystals. 25+ players only. Contains a Holoparasite injector. If no ghost takes the role, you can get a refund.

Inconspicuous Weapons

Mini Energy Crossbow

A miniaturized version of the Energy Crossbow, used by assassins as it causes a knockdown that can be followed up with a more decisive weapon when the target has been temporarily incapacitated.

Original Notes: 12 telecrystals. This weapon is not meant for killing, rather it is intended for stunning; it is the syndicate equivalent of a taser that does minor toxins damage. Though this weapon does make a sound when fired, it is still very quiet, and can be easily concealed in your pocket. Additionally this weapon does not provide any message that it has been fired, use this to your advantage and to help conceal your identity. Extremely powerful when paired with an energy sword, as it cannot reliably kill anything by itself. It has no shot limit, but takes a while to charge each shot.

Ammunition

.357 Speedloader

Original Notes: 4 telecrystals. This is ammo for the revolver. It gives the revolver 7 more shots. It can be used by clicking on an empty revolver while you hold the ammo in your active hand.

This can be made and recycled in a hacked autolathe for 50,000 metal units, and it is usually always a better idea to gain access to that over ordering these if it is an option.

Stealth and Camouflage

Spacesuits and Hardsuits

Devices and Tools

Implants and Cybernetics

Role-Specific Items

Heavy-Duty Items

Support Items

Assorted Items

Unsorted Things

https://tgstation13.org/wiki/Syndicate_Items 10mm Handgun Magazine 10mm Handgun Magazine 10mm Handgun Magazine Found in: Ordered via syndicate uplink, costs 1 telecrystals. Loose ammo boxes can be made in a hacked autolathe, costs 50,000 metal units. Used for: Ammunition for the stechkin. Strategy: Order in conjunction with the stechkin for extra killing potential. Using on a stechkin already loaded with a magazine will do a tacticool reload, replacing the old magazine with it and dropping the old magazine under your feet. Can be handloaded from a loose ammo box. Description This is ammo for the stechkin. It gives the stechkin a full clip. It can be used by either using a stechkin in hand to remove the old magazine and loading it in, or using directly for a tactical reload. Loose ammo boxes can be made in a hacked autolathe for 50,000 metal units, it is ill-advised to order any more handgun magazines as it's more economical to simply handload empty magazines. 10mm Armour Piercing Magazine 10mm Armour Piercing Magazine 10mm Armour Piercing Magazine Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Armour piercing ammunition for the stechkin. Strategy: Order this when you want to kill someone armoured like security staff. Description An additional 8-round 10mm magazine; compatible with the Stechkin Pistol. These rounds are less effective at injuring the target but penetrate protective gear. 10mm Incendiary Magazine 10mm Incendiary Magazine 10mm Incendiary Magazine Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Ammunition for the stechkin which sets the target on fire. Strategy: Order this when you want to see someone burn. Description An additional 8-round 10mm magazine; compatible with the Stechkin Pistol. Loaded with incendiary rounds which ignite the target. 10mm Hollow Point Magazine 10mm Hollow Point Magazine 10mm Hollow Point Magazine Found in: Ordered via syndicate uplink, costs 3 telecrystals. Used for: Ammunition for the stechkin which deals more damage against unarmoured targets. Strategy: Order this when you want to kill someone who is likely unarmoured. Description An additional 8-round 10mm magazine; compatible with the Stechkin Pistol. These rounds are more damaging but ineffective against armour. Box of Riot Darts Ammo-riot darts 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. Stealthy and Inconspicuous Weapons Martial Arts Scroll Martial Arts Scroll Martial Arts Scroll Found in: Ordered via syndicate uplink, costs 17 telecrystals Used for: Fighting ranged attackers, killing people with your fists. Strategy: This scroll will teach you the Sleeping Carp style, making you immune to ranged attacks but also unable to use guns, while making your hits stronger. Description The Sleeping Carp style lets you ignore all ranged attacks, whether energy or physical (but not thrown items). Dodging an attack this way will make a noticeable sound and message, which will alert everyone close of this skill, and thus of your traitor status. You will also not be able to use any ranged weapon, as it would be dishonorable. Your punches do 10 to 15 brute, and your grabs will start as aggressive. You can also combo attacks by switching intents while hitting. Possible Combos:

Wrist Wrench: Disarm Disarm. Forces the opponent to drop the item in his hand. Back Kick: Harm Grab. The opponent must be facing away from you. Knocks him down. Stomach Knee: Grab Harm. Knocks the wind out of the opponent and stuns. Head Kick: Disarm Harm Harm. Decent damage, forces the opponent to drop the item in his hand. Elbow Drop: Harm Disarm Harm Disarm Harm. The opponent must be on the ground. Deals huge damage, and instantly kills anyone in critical condition. Box of Throwing Weapons Box of Throwing Weapons Box of Throwing Weapons Found in: Ordered via syndicate uplink, costs 5 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 a five throwing stars and two reinforced bolas. Throwing stars will deal heavy brute damage on hit and automatically embed, causing further brute and bleeding over time. Reinforced bolas slow targets down on hit until they are removed; they take longer to remove than normal bolas. Toy Gun 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: This gun is identical to the normal toy guns, but it shoots stamina-damaging darts that can knock down. Description An innocent-looking toy pistol designed to fire foam darts. Comes loaded with riot-grade darts effective at incapacitating a target. Sleepy Pen “Pen” “Pen” Found in: Ordered via syndicate uplink, costs 4 telecrystals Used for: Disabling people, making people look dead. Strategy: This item will paralyze people; they cannot talk and will collapse after a short time. It will quickly wear off. Description This is a very devious little item. It is a one-use injector that looks like a pen. The pen injects mutetoxin, morphine and tirizene into people, preventing them from talking and causing them to fall over. They can still see and hear everything around them, until they actually fall asleep from the morphine. The toxins inside are completely nonlethal, so if you want to kill with it you need somthing else. Not available in Nuke Ops. 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, Neurotoxin, Formaldehyde, Cyanide, Histamine, Initropidil, Pancuronium, Sodium Thiopental, Coniine, Curare and Amanitin, with a free syringe to inject them with. Romerol Romerol Romerol Found in: Ordered via syndicate uplink, costs 25 telecrystals Used for: Causing chaos 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 zombies who can infect other people. Because Romerol costs more than 20 telecrystals, at least two traitors will need to collaborate to buy it. Dart Pistol Dart Pistol Dart Pistol Found in: Ordered via syndicate uplink, costs 4 telecrystals Used for: Shooting chemicals. Useful with the Poison Kit. Strategy: Use it as you would a normal syringe gun; the only difference is that it fits into a pocket. Description This pistol can load chemical-filled syringes and shoot them at people. Only fits one syringe at a time, but it can fit in pockets. Energy Dagger Energy Dagger Energy Dagger Found in: Ordered via syndicate uplink, costs 2 telecrystals Used for: Last resort combat. Strategy: Shove it in your PDA. Don't bring it out until you need it, because everyone knows only syndicates have energy blades. Description It's a dagger that does 18 brute, but can be disguised and hidden like a pen. Keep it out of sight and then bring it out once you've got somebody on the ropes. It's better than most weapons and it's very cheap, so it's not a bad last resort, and unless people know you have it they're very unlikely to search your PDA pen. 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 spacecleaner 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. Detomatix PDA Cartridge Detomatix Cartridge Detomatix Cartridge Found in: Ordered via syndicate uplink, costs 6 telecrystals Used for: Making other's PDAs go KABOOM! Strategy: Use this to hurt your target from afar, or wait until you can see them, detonate their PDA, and quickly kill them! Description A cartridge for your PDA. When inserted, it will allow you to use the missile program to attempt to remotely detonate other people's PDAs in a kind of weak explosion (Still powerful enough to knock out people and destroy the victim's ID, though). Your target PDA will need the messenger function turned on in order to attempt this, and you need to scan for other PDAs, then import the list. Despite this it is a decent way of sowing panic aboard the station, or softening up a target for an assassination attempt. Comes with 4 charges. It also has a bomb program that when run causes the PDA to self destruct. Useful against gullible targets, or turning PDAs into hand grenades. For syndicates, this cartridge has the blast door toggled function for the syndicate shuttle as well, allowing you to open the door when the person with the military PDA has died horribly. Pizza Bomb Pizza Bomb Pizza Bomb Found in: Ordered via syndicate uplink, costs 6 telecrystals Used for: Tasty bomb delivery. Strategy: This pizza box contains a bomb inside, a bit stronger than a Syndicate Minibomb. To arm it, open the box, using the other hand take out the pizza, drop the pizza, use the box again with your empty hand to set the timer, put the pizza back in, close it. The next person to open it will trigger the bomb! Description A pizza box with a bomb cunningly attached to the lid. The timer needs to be set by opening the box; afterwards, opening the box again will trigger the detonation after the timer has elapsed. Comes with free pizza, for you or your target! Universal Suppressor Suppressor Suppressor Found in: Ordered via syndicate uplink, costs 3 telecrystals. Used for: Silencing weapons Strategy: Attach it to your stechkin, or another ballistic weapon (that isn't a revolver or shotgun) to silence and remove the weapon's attack messages. Description A universal syndicate small-arms suppressor for maximum espionage. Can attach to almost any non-revolver/shotgun firearm. Dehydrated Space Carp Dehydrated Space Carp Dehydrated Space Carp Found in: Ordered via syndicate uplink, costs 1 telecrystal. Used for: Sudden carp invasions. Strategy: Looks like a normal carp toy. If it comes in contact with water, however, it will create a full-sized space carp, aggressive to everyone nearby. If you use the plushie in hand before activating it, the carp won't attack you once spawned. Description Looks like a plush toy carp, but just add water and it becomes a real-life space carp! Activate in your hand before use so it knows not to kill you. Slipocalypse Clusterbang Slipocalypse Clusterbang Slipocalypse Clusterbang Found in: Ordered via syndicate uplink, costs 6 telecrystals. Used for: Making a large area slippery with soap. Strategy: Once used, it will split into several grenades, which in turn will spawn a bar of syndicate soap each. Description A traditional clusterbang grenade with a payload consisting entirely of Syndicate soap. Useful in any scenario! Stealth and Camouflage Items Chameleon Kit Chameleon Kit Chameleon Kit Found in: Ordered via syndicate uplink, costs 4 telecrystals Used for: A complete kit of clothing (Jumpsuit, exosuit, boots, gloves, mask, hat, PDA. stamp and headset) capable of changing colour and shape. Lightly armoured. Strategy: Very useful for traitors who want to try a stealthy approach by disguising as a bunch of crewmembers. Description 20+ players only Each part of the disguise kit gives a HUD button in the top-left corner to individually change each part. Each part is lightly armoured and the shoes are no-slip. The mask has a built-in voice changer that can be toggled on/off by using it in hand, and will match your voice with your currently equipped ID (great in combination with the Agent ID!). Extremely useful for infiltration. No-Slip Chameleon Shoes No-Slip Chameleon Shoes No-Slip Chameleon Shoes Found in: Ordered via syndicate uplink, costs 2 telecrystals Used for: Not slipping. Strategy: These can be bought separately from the chameleon kit if you don't need the rest. Description 20+ players only As with the chameleon kit, these shoes have an action button to change shape, and will protect you from slips. Agent ID Card Agent Identification Card Agent Identification Card Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Upon use, you can set its job title to anything and the card's name to anything. It's used to hide your identity. Strategy: This card can be used by syndicate operatives and traitors to hide their identity - great in combination with the Chameleon Kit's voice changer. It comes pre-programmed with maintenance and syndicate access, but can steal more access by scanning other IDs. Wait in the HoP line and click people's IDs as they hand them over for ghetto all-access. Description This is a special ID card that makes you untrackable by the AI. You can forge any name and assignment on it and make it look more like a real ID, but the card will only have Maintenance and Syndicate access. You can click on other ID cards with it in your hand to copy the access of those cards, and you can do this multiple times. Good for when you are in deep shit or the AI is an idiot that likes to ruin your objective by watching you all the time (as opposed to doing its job.) Remember to wear it on your ID slot or it will not work. Has minor chameleon properties and can be disguised into other forms of IDs, such as a silver Head of Staff or a CentCom ID. Chameleon Projector Chameleon Projector Chameleon Projector Found in: Ordered via syndicate uplink, costs 7 telecrystals. Used for: Hiding as an item on the station. Strategy: Scan an item nobody cares about (it defaults as a cigarette butt) and hide as that item when in a chase, just make sure people don't pick you up. Move only when nobody's looking. Description Allows you to scan any item that can be picked up and then disguise yourself as that item. While disguised you move at walk speed and cannot interact with anything you're not already holding, and if someone tries to pick you up the disguise fails and you change back to normal. Incredibly useful, and a lot of fun, if you use it correctly. You cannot be detected by the AI when it is active. Currently an extremely powerful item as in order to shoot and actually hit you, security must click on the item you disguised as, not the tile you're on or past that. This makes disguising as a cigarette butt very useful for making them waste all their shots. Camera Bug Camera Bug Camera Bug Found in: Ordered via syndicate uplink, costs 1 telecrystal. Used for: Spying on people on cameras. Strategy: Bug the dorms, watch people ERP go braindead, announce it to everyone. (Alternatively, use it to know when people are in a certain area so you know when to detonate a bomb, sneak through and steal something, or murder someone.) Description Enables you to bug cameras to view them remotely. It can view all cameras on the station, and specifically bugged cameras can be EMPed temporarily. It can also track people. 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. Description This satchel is made to fit under floortiles, and contains already a crowbar and floortile to hide it with. It can also fit in a back pack, making it an exceptional item for storage since it can hold normal sized items. Additionally, sometimes satchels can persist between rounds along with one of the items inside. Stimpack Stimpack Stimpack Found in: Ordered via syndicate uplink, costs 5 telecrystals. Used for: Reducing stuns for a long time. Strategy: Use it on yourself before a fight with security. Description This syringe comes loaded with a lot of stimulants, which will heavily reduce stuns and give a small heal over time. Mulligan Mulligan 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 mutation toxin that will randomize your appearance and identity, permanently. EMP Flashlight Flashlight Flashlight Found in: Ordered via syndicate uplink, costs 2 telecrystals Used for: Disabling technology, such as cameras, radios, doors, cyborgs, etc. Strategy: Best used stealthily against technology. For the traitor who prefers a more delicate touch. Description Behaves in almost an exactly similar way to the EMP kit's grenades/implant but is rechargeable, disguised, and localized. It functions exactly like a regular flashlight except when you hit something with the flashlight, the item will act as if it was hit with an EMP. Hitting a person with it will disable their headset and any energy based weaponry they possess, while hitting a cyborg will damage and stun it. Using it on doors may either open or electrify them. The flashlight constantly recharges, but only has around 4 uses before it needs to recharge. Adaptive Cardboard Cutouts Adaptive Cardboard Cutouts 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 someone into thinking that the nuclear authentication disk is safe. Strategy: Leave it in the Captains Quarters and hope no one examines it closely. Description It's just a normal disk. Visually it's identical to the real deal, but it won't hold up under closer scrutiny. You can only notice that it's a fake when you stand right next to it. 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. Syndicate Hardsuit Syndicate Hardsuit Syndicate 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.

Devices and Tools Cryptographic Sequencer Cryptographic Sequencer Cryptographic Sequencer Found in: Ordered via syndicate uplink, costs 6 telecrystals. Used for: Gaining entrance to restricted areas or lockers, unlocking hidden features in machinery, bending borgs to your will. Strategy: Use this to open anything and everything. Causes sparks in the process and you will leave a trail of broken open doors, lockers, and other equipment. Description Also called an Emag (electromagnetic card), it allows you to quite literally open anything (and break it in the process) and can hack many many things on the station. Also has several special function as it can hack cyborgs to serve you, cause multiple electronic items to malfunction and become deadly, and can really ruin an engineer's day. See here for further info about what things can be hacked/opened by swiping them with an Emag.

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 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. 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 9 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 6 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. 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. 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 the 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 it can find to kill you. Plastic Explosive charge (C4) 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 pack of explosives can detonate and destroy almost anything it is placed on, after any chosen amount of seconds (the shortest being 10). C4 takes 3 seconds to set up, and requires you to be un-interrupted. You can also open the wiring with a screwdriver, allowing you to set a signaler to detonate instantly, among other things. Cannot be placed on mobs, so you can't just slap a brick on them and run. Bag of C-4 Explosives Bag of C-4 Explosives Bag of C-4 Explosives Found in: Ordered via syndicate uplink, costs 9 telecrystals. (10% discount) Used for: Blowing lots of stuff up. Strategy: Stick it on things that need to blow up. Description Contains 10 C4 charges in a handy dufflebag, to use however you want.

Bag of X-4 Explosives Bag of X-4 Explosives Bag of X-4 Explosives Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: Blowing stuff up. Strategy: Stick it on things that need to blow up. Description Contains 3 X4 charges in a handy dufflebag, to use however you want. X4 is a more powerful version of C4, and will also deal damage in a cone behind the target. Power Sink Power Sink Power Sink Found in: Ordered via syndicate uplink, costs 6 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's drained enough power, it explodes violently! Power Beacon “Ominous Beacon” “Ominous Beacon” Found in: Ordered via syndicate uplink, costs 14 telecrystals. Used for: Attracting a loose singularity/tesla towards the beacon at a brisk 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 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. Syndicate Bomb Syndicate Bomb Syndicate Bomb Found in: Ordered via syndicate uplink, costs 11 telecrystals. Used for: Making really big fucking holes. Strategy: Place somewhere safe, activate, and run. Make sure nobody defuses it. Protip: You can remove the payload (screwdriver, cut all wires, crowbar it out) and detonate it with C4 for a quick bang! Description The Syndicate Bomb has an adjustable timer with a minimum setting of 90 seconds. Ordering the bomb sends you a small beacon, which will teleport the explosive to your location when you activate it. You can wrench the bomb down to prevent removal. The crew may defuse the bomb by opening up the wiring and messing with it, however this has a chance of backfiring and causing the bomb to explode instantly. This can be used to your advantage by figuring out the detonation wire and adding a signaler so you can control when the bomb will go off. When the bomb explodes, it creates a huge explosion, which punches holes in the station and destroys the surrounding area. Flames burst everywhere, but they extinguish almost immediately, most likely due to exposure to space. Despite their cost, an expertly made tank bomb can still outdo the explosion caused by these. Briefcase Launchpad Briefcase Launchpad Briefcase Launchpad Found in: Ordered via syndicate uplink, costs 6 telecrystals. Used for: Tactical telportation. 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 3 tiles away and back in any direction. It's controlled via remote, 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 incapitate 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 disrupt 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. Implants 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. 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. Adrenal Implant Adrenal Implant Adrenal Implant Found in: Ordered via syndicate uplink, costs 8 telecrystals. Used for: Removing stuns, healing. Strategy: Surprise arresting officers by popping right back up after being tased. Proceed to murder shocked arresting officers. Description 25+ players only An implant injected into the body, and later activated with an emote to inject a chemical cocktail with a mild healing effect and a removal of all stuns. Using it after being stunned will immediately bring you back to your feet. Has 3 uses. 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. Role Restricted Reverse Revolver Reverse Revolver Reverse Revolver Found in: Ordered via syndicate uplink, costs 14 telecrystals. Only available to the Clown. Used for: PRANKING (GONE WRONG) 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 those darn metagamers that see a clown with a gun and know what's up. Advanced pranking would involve other traitors' revolvers. 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.

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: getting dicked over by ghosts and wasting TCs Strategy: be part of a ghosting circlejerk Description An arcane 8-ball, it will send any question spoken aloud to all ghosts on station once shaken. Ghosts are fickle things, you should not expect them to help you: depending on your murderous tendencies they might even work against you! You can only buy 1, so choose your questions wisely! 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: 1:Be shitter 2:Befriend admins 3:???? 4:player reference aquired! Description An old smelly grey jumpsuit, this item provides no benefit or disadvantage other than bragging rights to a certain someone. 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 Chief Medical Officer. Used for: Instantly injecting someone with DNA from a distance. Strategy: Shoot someone with a monkey SE or a SE with all the disabilities. 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: Tactical Creampieing Strategy: Creampie people in the face and finish them off. HONK! 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 Chief Medical Officer. Used for: Going apeshit. Strategy: Use this on yourself and start smashing things. Description Contains a virus that turns you into a fast, tough gorilla after a short while. 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 enviroments 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 3×1 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 3×1 invisible walls, and shoot bullets out of their fingers. (Pointless) Badassery Syndicate Bundle “Box” “Box” 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 (except for bond). You get more than you would normally be able to at the cost of not knowing what you're going to get. [Show/hide] Possible Sets

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. 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, infused with omnizine. Captain starts with these in his smoke vendor on meta station For showing that you are The Boss “Syndicate Balloon” “Syndicate Balloon” Found in: Ordered via syndicate uplink, costs 20 telecrystals. Used for: Looking fucking awesome. Strategy: Buy this if you feel you can do your objectives without the use of syndicate items. Description It's a red balloon with a white S on it. It does balloon type stuff such as floating and being filled with air. Shitcurity may arrest you for having one as they hate balloons and fun. Buy four in Nuke for the GRAND PRIZE. 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's fun to buy if you have an easy objective or want to switch up your strategy. Nuclear Strike Team Items only available to syndicate operatives during Nuke.

Bundles Nuclear operatives can purchase bundles, which cost a bit less than the sum of their parts.

C-20r bundle C-20r bundle C-20r bundle Found in: Ordered via syndicate uplink, costs 14 telecrystals, saving 2. Used for: Getting a classic and reliable gun. Strategy: Shoot people with it. Description Old faithful: The classic C-20r, bundled with two magazines, and a suppressor. Bulldog bundle Bulldog bundle Bulldog bundle Found in: Ordered via syndicate uplink, costs 13 telecrystals, saving 3. Used for: Getting a 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. 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 combat hypospray loaded with nanites, a brute and burn patch and a chloral hydrate syringe. 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. 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. 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 pistol, two magazines, a bottle of flammable vodka, a pipebomb, and a stimulant syringe. 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. A Bulldog with stun shells and a Sketchin can make for a cheap alternative C20r SMG when strapped for telecrystals. Initially loaded with a stun shells drum, it must be loaded with other kinds of ammo to do damage. Starts with a syndicate firing pin, which prevents enemies from using it. [Show/hide] Bulldog Ammo C-20r Submachine Gun C-20r Submachine Gun C-20r Submachine Gun Found in: Ordered via syndicate uplink, costs 10 telecrystals. Used for: Killing people. Strategy: The signature weapon of Nuke Ops, it deals reliable damage and fires in two-round bursts. Description Deals 30 brute damage per round, with 20-round magazines. A reliable and robust weapon. Can also be fitted with a silencer. Starts with a syndicate firing pin, which prevents enemies from using it. [Show/hide] C-20r Ammo L6 Squad Automatic Weapon L6 SAW L6 SAW Found in: Ordered via syndicate uplink, costs 18 telecrystals. Used for: Mowing down people. Strategy: An expensive investment, designed for consistent and powerful fire support for assault teams. Description Holds the most ammo of any gun available: 50 5.56x25mm rounds dealing 45 brute damage each. Three good shots on someone and they're down. Shoots in three-round bursts and needs two free hands to use - if the other hand is holding something, the SAW will fall off your hands when shooting. Starts with a syndicate firing pin, which prevents enemies from using it. [Show/hide] SAW Ammo 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 Surplus Rifle Surplus Rifle Surplus Rifle Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Arming someone cheaply. Strategy: A cheap rifle. Better than nothing, if you've got a pair of spare TC. Description A Mosin Nagant bolt-action rifle, loaded with 5 7.62 bullets. Deals 60 damage on hit, but must be loaded every shot. [Show/hide] Surplus Rifle Ammo 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, or you'll end up burnind 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: Not being taken seriously. 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: Not being taken seriously. 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. 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 good amount of damage over time but can be outrun easily. The grenade is fantastic in 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 off when attacking. Chemical 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. 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. 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. 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 injectors, a culture bottle and a normal syringe.

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 CQC. 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 teaches you the basics of CQC - a martial art that works almost like Krav Maga. You learn devastating combos and when throw is active, have a chance to block and counter attacks. One-time use only. Your punches do bonus damage, and your grabs will start as aggressive. You can also combo attacks by switching intents while hitting. Possible Combos:

Slam: Grab Harm. Slam opponent into the ground, knocking them down. CQC Kick: Harm Disarm Harm. Knocks opponent away. Knocks out stunned or knocked down opponents. Restrain: Grab Grab. Locks opponents into a restraining position, disarm to knock them out with a choke hold. Pressure: Disarm Grab. Decent stamina damage. Consecutive CQC: Disarm Disarm Harm. Mainly offensive move, huge damage and decent stamina damage. 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. Shielded Hardsuit Shielded Hardsuit Shielded Hardsuit Found in: Ordered via syndicate uplink, costs 30 telecrystals. Used for: Having better armor and fireproofing. Strategy: Wear it. Description Works 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, however, it's less armoured than a normal hardsuit. Devices and Tools 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 for rapid healing, a night vision medical hud for quick identification of injured comrades, a brute and burn healing patch, and a combat defibrillator that fits in belts and works through exosuits (usually useless due to explosive implants). 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. 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.

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 a 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 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, usually Cayenne, also enslaving them to your commands. Additionally, the creature will receive a radio implant. Implants 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. Cybernetic Implants All these items ship with an autoimplanter; to use it, insert the implant in the implanter and use it inhand.

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. 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. 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. 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. 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: Heavy Fire Support. Strategy: Mow down hallways of people and teleport onto the bridge to give the Captain a big surprise! Description One of the two assault mechs available to the operatives. At a heavy investment this mech provides a very powerful and versatile assault platform to support the assault into the station. Boasting a decent movement speed, an Ultra AC2 machinegun that shoots in bursts, a grenade launcher that fires flashbangs, a personal teleportation device, and an Energy Relay, this mech proves to be as powerful as anything the operatives can bring to bear. However, it is extremely vulnerable to ion guns, which will seriously damage the mech in a few hits. Consider not bringing your ship's ion gun along for the assault. Aside from the ion gun, the only easy way to bring it down is other EMPs, mass laser fire or a ton of explosives. It also has a leg actuator function, which speeds up the mech and allows it to knock down walls and structures, at the cost of the mech's integrity. Cannot maneuver in space: either use it on a drop pod or be very sure of where it's gonna land after you leave the ship.

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. Syndicate Cyborg Syndicate Cyborg Syndicate Cyborg Found in: Ordered via syndicate uplink, costs 80 telecrystals. Used for: Robotic Support. Strategy: Increase team size by adding a borg to the team, an unstunnable killing machine. Description A repurposed Nanotrasen Cyborg, outfitted with the latest in Syndicate technology. This powerful killing machine has many great utilities that make it almost a necessary asset for many Nuke Op teams. Can either be an Assault or a Medical module. The assault module contains: A flash; An energy sword; A cyborg LMG that prints ammo from energy; A grenade launcher; An emag; A crowbar; A pinpointer; The medical module contains: A flash; A syndicate hypospray containing nanites; Medical Gauze; A defibrillator; A Medbeam Gun; A health analyzer; Surgery tools (The surgical saw can be toggled to be an energy sword); An emag; A crowbar; A pinpointer. The Syndicate cyborg is occupied by a ghost with the operative preference enabled. If there are no candidates, you can refund the telecrystals by hitting the uplink with the teleporter you get from ordering the cyborg.

Reinforcements Reinforcements 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.

Below is the baystation list, add more as we go.

Antagonists get access to these cool items during Traitor and Mercenary game modes. You should also read Identifying Antagonists. Note: Syndicate doesn't exist in our lore. All items have been renamed and references removed.

Contents [hide] 1 Uplinks and how to spawn items 2 Remote Uplink 3 Mercenary mode specific items 3.1 Teleporter Circuit Board 3.2 Cyanide Pill 3.3 Tank Transfer Bomb 4 Ammunition 4.1 .45 4.2 9mm 4.3 10mm 4.4 Darts 4.5 .357 4.6 7.62mm 4.7 14.5mm (Armor Piercing) 5 Grenades and Thrown Objects 5.1 Photon Disruption Grenade 5.2 Smoke Grenade 5.3 EMP Grenade 5.4 Fragmentation Bomb (MERC only) 5.5 Fragmentation Shell (MERC only) 5.6 Fragmentation Grenade (MERC only) 5.7 Supermatter Grenade (MERC only) 6 Highly Visible and Dangerous Weapons 6.1 Dart Gun 6.2 Energy Crossbow 6.3 Energy Sword 6.4 Energy Gun (E-gun pistol) 6.5 Advanced Energy Gun (Heavy rifle) 6.6 Silenced Pistol 6.7 Exosuit (APLU) Rigged Laser 6.8 Revolver 6.9 Grenade Launcher 6.10 Submachine Gun 6.11 Assault Rifle 6.12 Anti-materiel Rifle with ammunition 7 Stealthy and Inconspicuous Weapons 7.1 Subversive Soap 7.2 Cigarette Kit 7.3 Concealed Cane Sword 7.4 Random Toxin - Beaker 7.5 Detomatix PDA Cartridge 7.6 Paralysis Pen 8 Stealth and Camouflage Items 8.1 No-Slip Shoes 8.2 Bug Kit 8.3 Agent ID Card 8.4 Chameleon Kit 8.5 Voice Changer 8.6 Chameleon-Projector 9 Devices and Tools 9.1 Fully Loaded Toolbox 9.2 Operations Funding 9.3 Morphic Clerical Kit 9.4 C-4 (Destroys walls) 9.5 Heavy Armor Vest 9.6 Encrypted Radio Channel Key 9.7 Handheld Shield Diffuser 9.8 Suit Sensor Jamming Device 9.9 Binary Translator Key 9.10 Cryptographic Sequencer (Emag) 9.11 Door Hacking Tool 9.12 Space Suit 9.13 Thermal Imaging Glasses 9.14 Power Sink 9.15 Hacked AI Upload Module 9.16 Hacked Supply Beacon 9.17 Camera MIU 10 Implants 10.1 Freedom Implant 10.2 Compressed Matter Implant 10.3 Explosive Implant 10.4 Uplink Implant 11 Medical 11.1 Box of Sin-Pockets 11.2 Surgery Kit 11.3 Combat Medical Kit 12 Hardsuit Modules 13 Services 13.1 Ion Storm Announcement 13.2 Complete Suit Sensor Jamming 13.3 Radiation Storm Announcement 13.4 Crew Arrival Announcement and Records 13.5 Complete Suit Sensor Shutdown 13.6 Central Command Update Announcement 14 Badassery 14.1 Random Item 14.2 For showing that You Are The BOSS (Useless Balloon) 14.3 For showing 'Whatevah~' (Useless Balloon) 14.4 For showing that you love NT SOO much (Useless Balloon) 15 Telecrystals Uplinks and how to spawn items Remote Uplink Syndicate uplink.png Remote Uplink Found in: Traitors and Mercs spawn with one Used for: Ordering items. Strategy: Keep it locked. Leaving a PDA open on the ordering screen is a huge faux pas. Description This is where antags get all their fancy items. It's disguised as either PDA, headset or a handheld radio (Merc mode). Once unlocked, you can pick whatever item you want/need, but remember you only have limited amount of telecrystals (currency) to use. Usage:

PDA: Go to messenger and change ringtone to the specific code phrase you were given at the round start Headset: Change the radio frequency to the specific channel you were given at the round start Handheld radio: Mercenaries start with the radio completely unlocked and ready for shopping. Go nuts.

Mercenary mode specific items Items only available to the titular antagonists during Mercenary game mode, these are not offered to Traitors.

Teleporter Circuit Board Circuitboard.png Teleporter Circuit Board Found in: Ordered via uplink, costs 20 telecrystals, only available to Mercenaries. Used for: Completing your shuttle's teleporter Strategy: Storming the station in a surprise attack! Go in all together or split up to different tracking beacons Description This circuit board will allow you to finish the teleporter in the shuttle you start in. Allows the operatives to skip the step of infiltrating the station from space in favor of direct insertion. Remember that this a one-way trip: you will not be able to teleport back onto the shuttle, especially with the nuke disk. Cyanide Pill Toxin pill.png Cyanide pill Found in: Mercenaries Used for: Killing people Strategy: This little pill kills quickly and knocks out the subject, but force-feeding it has a slight delay. Description This is a nasty little orange pill that will kill someone almost instantly if they eat it. However, like all pills, there is a delay while you try to force it down someone's throat. And they will almost certainly move and yell for help. So, it's best to knock out or stun someone before you try giving them one. They only spawn in your inventory as an operative in Mercenary mode. Tank Transfer Bomb Explosivebombthatgoesboom.png “Tank Transfer Valve” Found in: Merc shuttle during Mercenary, assembled in Research Division Used for: Blowing stuff up Strategy: Not particularly useful for assassinations. Remember to fill the oxygen tank for a bigger bang. Description It's a bomb. Comes with a timed triggering device. To use: Set a time on the timer. Change the setting to Timing. Drop/Hide it and run! Ammunition .45 9mm 9mmmag.png 9mm Magazine Found in: Ordered via uplink for 2 telecrystals; or hacked autolathes for 600 metal. Used for: Ammo for the silenced 9mm pistol. Strategy: Order in conjunction with the pistol. Description This is a magazine for the silenced pistol. It can be used by clicking on an empty pistol while holding the ammo in your active hand. 10mm Darts Dartmag.png Dart Gun Ammo Found in: Ordered via uplink for 2 telecrystals. Used for: Ammo for the dart gun. Strategy: Order in conjunction with the dart gun. Description This is a magazine for the dart gun. It can be used by clicking on an empty dart gun while holding the ammo in your active hand. Make sure to fill the darts with nasty chemicals .357 357mag.png Ammo 357 Found in: Ordered via uplink for 2 telecrystals; or hacked autolathes for 1260 metal. Used for: Ammo for the revolver. Strategy: Order in conjunction with the revolver. Description This is ammo for the revolver, giving it seven more shots. It can be used by clicking on an empty revolver while holding the ammo in your active hand. 7.62mm 14.5mm (Armor Piercing) 145mm.png Armor Piercing 14.5mm Ammo Found in: Ordered via uplink for 2 telecrystals. Used for: Ammo for the Anti-Material Rifle. Strategy: Order in conjunction with the Anti-Material Rifle. Description This is a box of ammo for the Anti-Material Rifle. It can be used by clicking on an empty rifle while holding the ammo casing in your active hand. Grenades and Thrown Objects Photon Disruption Grenade Smoke Grenade EMP Grenade Fragmentation Bomb (MERC only) Fragmentation Shell (MERC only) Fragmentation Grenade (MERC only) Supermatter Grenade (MERC only) Highly Visible and Dangerous Weapons Dart Gun Dartgun.png Dart Gun Found in: Ordered via uplink, costs 5 telecrystals. Used for: Firing chemical cocktails at unsuspecting enemies. Needs ammo. Cocktails not included. Strategy: Use to kill or disable enemies at a distance, and very cleanly. Description It's a gun. Click on someone and you shoot at them. Make sure that the darts are filled with effective chemicals, and mind the dosage. Energy Crossbow Energy crossbow.png Energy Crossbow Found in: Ordered via uplink, costs 5 telecrystals. Used for: Silently killing people. Strategy: No one sees any messages of who fired at who, but the target knows when they are shot. Use this weapon very carefully and covertly. Description When this weapon is used on a person, the victim falls down and takes about 10 toxin damage. While it is a useful weapon, it is another one of those extremely recognisable weapons. There is no “X shot Y” message, but the dart can be seen, and there will be a slight sound. This weapon automatically recharges over time, which means unlike a revolver it won't run out of ammo. Energy Sword Sword.gif Energy Sword Found in: Ordered via uplink, costs 4 telecrystals. Used for: The killing of people. Strategy: This sword will usually kill someone in just three to four hits. It leaves a bloody mess though. When 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 can do a lot of brute damage. It has two states, on and off. When it's off, you can fit it into your pocket, but it only does about 3 brute damage. When on it does 30 brute damage. Click on it to switch between the two states. Energy Gun (E-gun pistol) Advanced Energy Gun (Heavy rifle) Silenced Pistol Silencedpistol.png Silenced 9mm Pistol Found in: Ordered via uplink, costs 5 telecrystals. Used for: Firing deadly bullets as silently as possible. Needs ammo. Strategy: Use for those people you want dead and forgotten, no questions asked. Description It's a gun. Click on someone and you shoot at them. Make sure to be full on ammo before going on a mission, and use the stealth the gun provides well. Exosuit (APLU) Rigged Laser Mecha laser.png Exosuit Rigged Laser Found in: Ordered via uplink, costs 6 telecrystals. Used for: Turning your seemingly innocent Ripley exosuit into a deadly weapon. Strategy: Not very reliable, and a power drain for your mech's battery; not to mention the least stealthy weapon of all; use for missions where stealth is unneeded and an expendable bang is required. Description Attach it to a mech with a free attachment slot, active and use. Mind the battery consumption. Revolver Revolver.png Revolver Found in: Ordered via uplink, costs 6 telecrystals. Used for: Murder. Needs ammo. Strategy: Keep the thing hidden, as it's a very recognizable weapon. Also, it makes a lot of noise, so be careful. Description It's a gun. Click on someone and you shoot at them. Does 60 brute damage per shot on an unarmoured target, around 30 on a normally armoured one. If you're out of bullets, you'll just hit them with your gun, which does a smashing 5 brute damage. About the same a toolbox. Careful, the revolver's pretty loud and nearby people will hear it. Also, keep in mind there's only 7 shots. Grenade Launcher Submachine Gun Assault Rifle Anti-materiel Rifle with ammunition Antimatrifle.png Anti-Material Rifle Found in: Ordered via uplink, costs 12 telecrystals. Used for: The killing of people from distances far away. A sniper armed with armor piercing rounds, you can be anywhere and your prey won't be safe. Needs ammo. Strategy: Use to kill targets on the other side of windows or non-reinforced walls. Also can destroy exosuits easily. Description Armed with a scope, this gun was designed to shred through the toughest of obstacles; leaving nothing but mangled flesh shall it encounter an unfortunate carbon being. Stealthy and Inconspicuous Weapons Subversive Soap SyndicateSoap.png Subversive Soap Found in: Ordered via 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. Cigarette Kit Cigpacket.png Cigarette Kit Found in: Ordered via uplink, costs 4 telecrystals. Used for: Comes with 6 boxes of cigarettes. 2x Flash, 2x Smoke, 1x Mindbreaker, 1x Tricordazine. Effects take effect upon lighting. Strategy: Trick people into flashing or drugging themselves with the innocent words 'Wanna smoke?'. Heal yourself be smoking! Description The most inconspicuous of items, the flash cigarettes will emit a flash upon lighting. Smoke cigarettes will emit smoke upong lighting. Mindbreaker and Tricordazine cigarettes will transfer reagents to whomever is smoking them. Smoking kills? You have no idea. Concealed Cane Sword Cane.png Conceal Cane Sword Found in: Ordered via uplink, costs 2 telecrystals. Used for: Betraying the old-man look given by the cane with a sharp knife hidden inside. Strategy: Can be used to skewer a subject, and limp out innocuously. Description An innocent looking cane, click on it to take out the sword. The job done, return the sword into the cane; no questions asked. Random Toxin - Beaker Vial.png Random Toxin (Vial) Found in: Ordered via uplink, costs 4 telecrystals. Used for: Filling your darts or for standalone use. Comes with a syringe. Strategy: Depends on the random toxin. Always harmful. Use with a syringe gun, dart gun, or in the regular provided syringe. Description Never have a vial and syringe looked so evil! Fill the syringe with the filthy liquid and find your victim! Detomatix PDA Cartridge Pda cartrige.png Detomatix PDA Cartridge Found in: Ordered via uplink, costs 3 telecrystals. Used for: Making other's PDA's explode Strategy: Either use this to hurt your target from far away or wait until you can see them, detonate their PDA and quickly kill them, while they're stunned. Be careful, as it can backfire! Description A cartridge for your PDA. When inserted, it will allow you to use the missile program to attempt to remotely detonate other people's PDAs in a moderately lethal explosion. Your target PDA will need the messenger function turned on in order to attempt this, and you need to scan for other PDAs, then import the list. In addition, there is a chance the cartridge will not work or will feedback and blow up your own PDA. Despite this, it is a decent way of sowing panic aboard the station, or softening up a target for an assassination attempt. Comes with 4 charges. It also has a bomb program that when run causes the PDA to self destruct. Useful against gullible targets, or turning PDAs into hand grenades. For Mercs, this cartridge can control the shuttle blast doors, allowing you to open the door without the military PDA that spawns at the base. Paralysis Pen Pen.png Sleepy Pen Found in: Ordered via uplink, costs 3 telecrystals. Used for: Making people fall asleep. Strategy: This item will make people fall asleep after a short amount of time. They may still get away though. Description This is a very devious little item. When you use it on someone with it they'll be injected with paralysant, causing them to immediately lose all motor functions. They'll be under for about 10 minutes and then wake up. This is a silent injection so the receiver will receive no notification. Stealth and Camouflage Items No-Slip Shoes Brshoe.png No-Slip Shoes Found in: Ordered via uplink, costs 2 telecrystals. Used for: Non slip shoes, aka galoshes. Strategy: Use these shoes with a spray bottle of water, achieve victory. Description A pair of brown shoes. When examined it says they are 'A pair of brown shoes. They seem to have extra grip.'. These shoes are nonslip but without the speed penalties the janitor's galoshes have. Bug Kit SyndicateBox.png Bug Kit Found in: Ordered via uplink, costs 2 telecrystals. Used for: To spy on people, using audio and visual footage. Strategy: Plants bugs in places where you know you'll pick up useful information. Small, they can be easily hidden under a pile of items. Description Pair the bugs to the PDA that comes in the box to gain camera access, and make sure not to tamper with the frequency on your PDA; that lets you receive what is being said. Agent ID Card Id regular.png Agent ID Card Found in: Ordered via uplink, costs 2 telecrystals. Used for: Upon use, you can set it's job title to anything and the card's name to anything. It's used to hide your identity. Strategy: This card can be used by antags to hide their identity. When spawned, it only starts with maintenance and external airlocks access. Description This is a special ID card that makes you untrackable by the AI. You can repeatedly forge any name and assignment on it and make it look more like a real ID. Scan your Agent ID over a stolen ID card to gain that card's access or use it in the Identification Card Computer to add more. Remember to wear it on your ID slot. Chameleon Kit SyndicateBox.png Chameleon Kit Found in: Ordered via uplink, costs 3 telecrystals. Used for: To disguise yourself as anything and anyone. Strategy: The kits come with every piece of clothing and a gun; each that are able to take on any shape. Use it to disappear more easily; or impersonate someone important. The gun is non-operational. Description Made of the most advanced of technology, these clothes are able to change shape and color at a whim. Stay away from EMPs. Voice Changer Gas mask.png Voice Changer Found in: Ordered via uplink, costs 4 telecrystals. Used for: Changing your voice to match the one of the ID you're wearing Strategy: Any regular gas mask obstructs your face, so no one will know you're not the person which your ID says you are, but speak and it's all over. This mask protects your identity by changing your voice to the owner of the ID you're wearing. It's very useful. Description This is a fun item. It's a gasmask that makes you sound like other people. And it still works as a gasmask! All you have to do with it is wear it. It will make you sound like whoever's ID you're wearing. If you're wearing John's ID, you sound like him! You sound like that person when you talk normally and they also work over radio/intercoms! Chameleon-Projector Chameleon projector.gif Chameleon-Projector Found in: Ordered via uplink, costs 4 telecrystals. Used for: Hiding as an item on the station. Strategy: Scan an item no one cares about and hide as that item when in a chase. Just make sure people don't bump into you. Move only when no one's looking. Description Looks like a cloaker, but allows you to scan any item that can be picked up and then disguise yourself as that item. While disguised you move at walk speed and cannot interact with anything you're not already holding, and if someone tries to pick you up or runs into you the disguise fails and you change back to normal. Incredibly useful, and a lot of fun, if you use it correctly. You cannot be detected by the AI, or even people with x-ray vision. Alas, scanning a completed robot suit will only disguise you as a metal frame, so you can't impersonate a cyborg.

Devices and Tools Fully Loaded Toolbox SyndicateToolbox.png Fully Loaded Toolbox Found in: Ordered via uplink, costs 1 telecrystal. There's also a couple found on the derelict space station. Used for: Obtaining tools. Strategy: Useful in a pinch if the AI has bolted you in somewhere and you have no other way to escape. Description It's a suspicious looking toolbox, filled with ordinary tools. Except instead of an analyser, it comes with a multitool and cable coil. It's also slightly more damaging than a regular toolbox, doing around 7 brute damage. Operations Funding Morphic Clerical Kit SyndicateBox.png Morphic Clerical Kit Found in: Ordered via uplink, costs 3 telecrystals. Used for: Faking paperwork of all kinds. Strategy: Useful to produce fake warrants from NanoTrasen or any commanding officer. Description The kit possesses a pen that can take any color, a stamp that can take any shape, as well as wrapping paper and a labeler; so that you can deliver your art yet remain as anonymous as possible. C-4 (Destroys walls) C4.gif C4 Found in: Ordered via uplink, costs 2 telecrystals. Used for: Blowing stuff up. Strategy: Lay it on things that need to blow up. Description This pack of explosives can detonate and destroy anything it is set on, after any chosen amount of seconds. It takes 10 seconds to set this, and requires you to be un-interrupted. You can click it to set the timer. Heavy Armor Vest Syndarmor.png Heavy Armor Vest Found in: Ordered via uplink, costs 4 telecrystals. Used for: Protecting your body against blows and shocks. Comes with four pockets. Strategy: Wear this if you know you're heading for a fight. In addition to be lightweight, it lets you fit more weapons on your person. Description Tan colored, sleek, sturdy yet light. Kill your enemies in style. Encrypted Radio Channel Key Headset.png Encrypted Radio Key Found in: Ordered via uplink, costs 3 telecrystals. Used for: Communicating with other mercenaries or even traitors, if agreed on cooperation (:h). Intercepting other channels. Strategy: Use it to keep an ear on the department radios. Description The key must be attached to an regular non-department headset. It will intercept almost every radio message. Handheld Shield Diffuser Suit Sensor Jamming Device Binary Translator Key Headset.png Binary Translator Found in: Ordered via uplink, costs 3 telecrystals. Used for: Monitoring AI chatter. Strategy: Making sure the AI isn't sending cyborgs after you. Description The key must be attached to an regular non-department headset. 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 using a contraband device if you speak on their channel. Very handy for hearing if the AI is rogue, or is out to arrest you. Speak on the channel with a ':b' before your text (e.g. say “:b Beep boop.”) Cryptographic Sequencer (Emag) Emag.png Cryptographic Sequencer Found in: Ordered via uplink, costs 3 telecrystals. Used for: Gaining entrance to restricted areas or lockers and hacking things. Strategy: Use this to enter areas you don't have access to. Just make sure no one sees you, as the door will spark. Description Has a limited number of uses, generally about 3-4. Don't rely on it. Also called an E-Mag (electromagnetic card) or Cryptographic Sequencer, it allows you to quite literally open anything. It will open any door, locker, crate, and can short out weapon locks. The issue is that once used on something, that something breaks permanently, doors stay stuck open, locker don't lock, weapons can be used by anyone. While this can have the desired effect, it also leaves a trail for people to follow (mostly doors), it also has a fairly noticeable visual when you use it (generally sparks shooting out of whatever it was used on). But besides gaining access through mundane locks, there are a number of other uses that E-mags have. You can use it on Robots, to make them generally malicious to the station, they can be used on certain computers to gain unusual effects, the most useful of which being allowing you drop the emergency shuttle countdown to 10 seconds if you use it on the shuttle computer. It also works on the QM computer to order spec ops crates, and is just overall brilliant for qms, allowing them to unlock crates. Experiment! who knows what else it could work on. Things that can be Emagged: R&D Console APC Library's Check in/out Computer R&D Server ED209 Bot Beepsky All Lockable Lockers All Lockable Crates All Cyborgs All Vending Machines Sec barriers Mule Bots Medical Bots Airlocks Pipe Filters Robotics Computer Tape Recorder Supply Shuttle Console Emergency Shuttle Console Defibrillators Door Hacking Tool Multitool.png Door Hacking Tool Found in: Ordered via uplink, costs 1 telecrystal. Used for: Opening doors and managing their settings. Strategy: Good to sneakily sabotage door safeties, electrify them, or simply open them for you to pass through. Description It takes a little while to auto-hack the door, but once you do, you will have full control over it with a nice menu. No need to wear gloves or fiddle with any wires. Space Suit SyndicateSuit.png Space Suit Found in: Ordered via uplink, costs 3 telecrystals. Used for: Space travel. Strategy: Useful if you can't get a regular suit. Description A complete, red space suit and helmet. This suit's movement penalties are fewer than an EVA space suit! Useful if you need to hide in a vacuum. They can also hold a wide selection of items in suit storage. Thermal Imaging Glasses MGlasses.png Thermal Imaging Glasses Found in: Ordered via uplink, costs 3 telecrystals. Used for: Looking like innocent Meson glasses, these glasses can detect heat signatures on the opposite side of walls and doors alike. Strategy: To identify and stalk a target without being seen…Unless he has these glasses too. Description Very useful to see in places your eyes cannot. Also very useful in the dark, giving you the advantage of sight. Power Sink Powersink.gif Power Sink Found in: Ordered via uplink, costs 5 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! Drain rate is severely limited when used on a locked APC. Hacked AI Upload Module Uploadmodule.png Hacked AI Upload Module Found in: Ordered via uplink, costs 7 telecrystals. Used for: Subverting the AI. Strategy: Turn the AI on your side. Make sure you word the law properly though! Description It's like an AI freefom module. You'll need to get at an upload console for it to work though. Hacked Supply Beacon Camera MIU Implants Freedom Implant Implant.png Freedom Implant Found in: Ordered via uplink, costs 3 telecrystals. Used for: Escaping from cuffs quickly. Strategy: Use it when they least expect it. Description If you inject yourself with this, you can get out of handcuffs a limited number of times (Usually 1-2, maybe 3) by selecting and then using an emote (*nod, *blink, etc). Compressed Matter Implant Implant.png Compressed Matter Implant Found in: Ordered via uplink, costs 4 telecrystals. Used for: Hiding items inside your body. Strategy: Useful for hiding an important item until you need it. Description First, you'll have to use the implanter on an object. This will compress it into the implant. When you inject this into someone (preferably you), you can choose an emote. Doing that emote will spawn the item you compressed at your feet. Having the item injected into you will not count towards your traitor objective. You will need to spawn it for it to count. Explosive Implant Implant.png Explosive Implant Found in: Ordered via uplink, costs 6 telecrystals. Used for: Blowing people up. Strategy: Inject your target while they're incapacitated or unconscious. Choose a regularly said phrase or word if you're feeling mean. Description When you inject this into someone you can choose a word or phrase. Anyone saying that phrase within earshot of the person (including the radio) will cause them to explode. Uplink Implant Implant.png Uplink Implant Found in: Ordered via uplink, costs 10 telecrystals. Used for: Being very stealthy. Strategy: Useful if you plan to not need very many crystals, or you may lose your pda or headset. Description When you inject this into someone (preferably you), you can choose an emote. Doing that emote will give you access to your uplink in the implant. You can also self destruct yourself to go out with a bang. Comes with 5 telecrystals. Medical Box of Sin-Pockets Donkpocket.png Box of Donk Pockets Found in: Ordered via uplink, costs 1 telecrystal. Can also be found in almost every break room and the kitchen. Used for: Satiating the hunger brought about by your work of evil. Strategy: Heat in microwave; eat. Or eat raw, if you're feeling adventurous. Also gives small amounts of Hyperzine, Doctor's Delight and Synaptizine to consumers. Description Looking, feeling, and tasting like plastic; this snack satisfies hunger and your evil predisposition to cause harm… to your gut. Surgery Kit SMed.png Surgery Kit Found in: Ordered via uplink, costs 5 telecrystals. Can also be found in medbay surgery rooms. Used for: Repairing an ally, a prisonner you pushed too far, or to be used as torture tools. Strategy: To fix people up? Guide to Surgery. For everything else? Make sure to use all the tools equally; to cause the most suffering. Description A spacious box, housing everything needed for surgery; from the scalpel to the saw to the drill. Combat Medical Kit Combatmed.png Combat Medical Kit Found in: Ordered via uplink, costs 5 telecrystals. Used for: Containing medicine most useful on the field, when unable to walk into medbay; use when you need to recover being beat up. Strategy: Best strategy is to keep five telecrystals aside to buy this if things go bad; or just get it from the start of the shift. Description An ominous looking gray box; it contains splints to secure fractures, a pill bottle of Dermaline, a pill bottle of Bicardine, a pill bottle of Dexalin Plus, a pill bottle of Dylovene, a pill bottle of Tramadol and a pill bottle of Spacealline.

Hardsuit Modules Rigsuit.png Hardsuit Modules Found in: Ordered via uplink. Prices vary. Used for: Attaching them to hardsuits to create your own home-made ninja suit. Strategy: Buy this if you think you'll be in your hardsuit more than usual; to make sure it can be used for offense as much as defense. Description A custom-made attachable module; specifically made to fit and operate on hardsuits. For a guide on module repair and upkeep; click here List of Modules to choose from:

Thermal Scanner. 2 Telecrystals. Net Projector. 3 Telecrystals. Electrowarfare Suite and Voice Synthesizer. To avoid AI tracking and disguise your voice. 4 Telecrystals. Maneuvering Jets. In-built all-directional jetpack. 4 Telecrystals. Mounted Energy Gun. 6 Telecrystals. Power Sink. 6 Telecrystals. Mounted Laser Cannon. 8 Telecrystals. Services Ion Storm Announcement Complete Suit Sensor Jamming Radiation Storm Announcement Crew Arrival Announcement and Records Complete Suit Sensor Shutdown Central Command Update Announcement Badassery Random Item For showing that You Are The BOSS (Useless Balloon) SyndicateBalloon.png Red Balloon Found in: Ordered via uplink, costs 10 telecrystals Used for: Looking awesome. Strategy: Buy this if you feel you can do your objectives without the use of any extra items. Description It's a red balloon with a white S on it. It does balloon type stuff such as floating and being filled with air. For showing 'Whatevah~' (Useless Balloon) For showing that you love NT SOO much (Useless Balloon) Ntball.png Blue Balloon Found in: Ordered via uplink, costs 10 telecrystals Used for: Looking awesome and loyal! Strategy: Buy this if you feel you can do your objectives without the use of any extra items, but need to look suspiciously loyal at the same time. Description It's a blue balloon with a white N on it. It does loyal balloon type stuff such as floating loyally around you and being filled with air. Telecrystals Currently the currency for ordering tools via uplink.

Identifying Antagonists

Due to confusion over how much knowledge people would have about various items and the various antagonists, the following is the rules concerning identifying antagonists.

This page is considered part of the Rules.

HAVING A MILITARY BACKSTORY OR ANYTHING SIMILAR DOES NOT OVERRULE ANY OF THESE

Contents [hide] 1 Uplink Items 1.1 AI and Cyborgs 1.2 Items 1.2.1 Revolver & Ammo 1.2.2 Energy Crossbow 1.2.3 Energy Sword 1.2.4 EMP Grenades 1.2.5 Sleepy Pen 1.2.6 Subversive Soap 1.2.7 Detomatix PDA Cartridge 1.2.8 Chameleon Clothes 1.2.9 No-Slip Shoes 1.2.10 Agent ID card 1.2.11 Voice Changer 1.2.12 Thermal Imaging Glasses 1.2.13 Chameleon-Projector 1.2.14 Cryptographic Sequencer 1.2.15 Fully Loaded Toolbox 1.2.16 Traitor Radio Key 1.2.17 Binary Translator Key 1.2.18 Space Suit 1.2.19 Hacked AI Upload Module 1.2.20 C-4 1.2.21 Powersink 1.2.22 Singularity Beacon 1.2.23 Teleporter Circuit Board 1.2.24 Freedom Implant, Compressed Matter Implant, Explosive Implant, Uplink Implant 1.3 Red Balloon 2 Cult 3 Wizard 4 AI Malfunction 5 Changeling 6 Cortical Borer 7 Meme Uplink Items Items that can be ordered via the uplink are purposefully hidden from the general public and from most NanoTrasen employees, which is necessary for the saboteurs to fully complete their tasks, and for NanoTrasen to keep their employees in line. These items are mostly considered contraband. Certain items however, are identifiable to those with certain training.

Recognizing an object does not mean you know where it comes from, only what it is and what it does. Some items are also simply modified versions of existing items, and some items are disguised.

AI and Cyborgs The AI is only able to glance at things with it's camera, making identification hard at distances. All items disguised as other items are therefore unidentifiable unless blatantly in use (e.g. Emag, hack tool, mysterious package, lighter, etc.)

AI's are able to tell when obvious contraband is used though (e.g. Revolvers, energy swords, etc.) In keeping with conventions, AI's are allowed limited knowledge of contraband, but are only to offer this information if directly prompted.

Cyborgs follow the same rules as their human counterparts, but can ask the AI for any suspicious objects.

Items The following is a list of Traitor items and who would be able to tell what is what. If the item is not listed, the default is only the Captain or Head of Security would have any vague knowledge.

Revolver & Ammo Everyone knows that nobody outside of security should have a revolver, and everyone also knows they shouldn't be using lethal weapons on people.

Energy Crossbow Everyone knows it's an illegal weapon but not exactly how it works. If it were tested, it could be figured out.

Energy Sword It is very obviously a dangerous weapon to everyone. Exactly how much someone knows about what it is and how it works would vary from job to job, with Security and weapons researchers likely knowing the most.

EMP Grenades Everyone knows it's a grenade, security and science know it's an EMP grenade. Both of those know that nobody outside of security is normally meant to have these. If it goes off, anyone could tell that electronics have been screwed with pretty seriously.

Sleepy Pen It's just a pen. If R&D took it apart and investigated its contents, they would find that it is a low-capacity hypospray hidden inside a pen case.

Subversive Soap It's a bar of soap. Not exactly contraband.

Detomatix PDA Cartridge It's a strange PDA cartridge. If put inside your PDA, the menu would be simple enough to navigate and use for anyone.

Chameleon Clothes The items themselves are just clothes. Seeing one of them changing would be pretty weird, and suspicious if it's to a restricted item. Non-functional HUDs or other things would be a little odd, but might just seem broken depending on the item.

If you investigated it more closely, you'd be able to tell that it's not of NT origin. Science is able to figure out (with investigation) that it can turn into other similar items of clothing. After science investigates it, security would know what Science tells them.

No-Slip Shoes They're a pair of shoes. Not even close to contraband.

Agent ID card It's a normal ID to most people. It's normal to Heads unless they investigate it closely (and have a reason to do so), in which case it's an illegally modified ID card. Science can investigate and find that it can change itself on the fly.

Voice Changer It's an ordinary gas mask, until someone talks with it on without an ID or switches IDs infront of someone while talking. With investigation, R&D could find out what it is and how it works, though anyone could tell what it does if they see it in action. Noticing distinguishing features (or a lack of them) which aren't covered by the mask, and are wrong for the person whose voice is being imitated, would tip someone who knows that something is going on.

Thermal Imaging Glasses They're ordinary sunglasses. If put on, you can tell that they see living creatures through walls. Not really illegal, but odd.

Chameleon-Projector It's an odd and suspicious device. Security knows it's illegal. Research can take it apart or otherwise investigate it to find out exactly what it does and how it works.

Cryptographic Sequencer Everyone can immediately see it's a modified ID card (which is illegal), engineers and scientists would know that it would screw up electronics like in doors if they investigated it closely.

Fully Loaded Toolbox It's a toolbox. Not illegal.

Traitor Radio Key It's an ordinary radio key, until you put it in a radio, in which case you'd be able to tell that it goes onto an unknown radio channel. This isn't illegal by itself (there are a LOT of empty channels that don't usually get traffic). Listening in on encrypted channels, like department channels, is. (This item is not currently available to traitors, but does exist in the code).

Binary Translator Key As above, except onto the silicon talk thing instead of an unknown radio channel. Not illegal, but a little strange. Those with a bit more knowledge in robotics might realize that this is much more serious tech than normal encryption keys.

Space Suit It's a space suit. Its color is nonstandard, but that's not illegal. Those without authorization to have spacesuits (which is nearly anyone not in one of the four major departments, and a couple within those) shouldn't have it, but if there's not any suits missing from the station, then they probably didn't steal it.

Hacked AI Upload Module Everyone knows it's a circuitboard. Engineers and scientists could tell that it's a modified AI upload module, which is very illegal. Roboticists would be able to tell how it's modified, and that it uploads corrupt, overriding laws.

C-4 Everyone can see that it is a bomb.

Powersink Everyone knows it's not of NT origin, engineers know it's going to suck power out of the ship and is therefore illegal.

Singularity Beacon Everyone knows it's not of NT origin, and looks pretty odd. Engineers and scientists know it's going to try to pull the singularity over to it.

Teleporter Circuit Board Everyone can tell it's a circuitboard and what it builds, and knows that these ones are meant to stay in tech storage and the teleporter room. If you go and use it to make a teleporter to get into high security areas then security is well within their rights to pull the thing down and confiscate the circuitboard.

Freedom Implant, Compressed Matter Implant, Explosive Implant, Uplink Implant Having an implant without it noted in medical records is odd, and should probably be investigated. If the implant is removed for some reason, Research can tell what sort of implant it is.

Implanters aren't meant to be outside of medbay and certain sections of Security, so if one's just lying around it should be at least taken back to Medical, and possibly investigated if anything else about the situation is suspicious.

Red Balloon It's just a balloon.

Cult The Order of Nar'Sie is a secret and secluded cult, and is therefore not known by the crew.

The Chaplain/Counselor has limited knowledge, up to knowing that the cult is evil, should probably be stopped, and that holy water will deconvert those influenced by the cult.

However, it is (and should be) hard to convince anyone else of this.

Wizard The Space Wizard Federation is not a known organisation, and its members, methods, and dealings are not known by the crew.

Wizards are an unknown on the station, but generally do not need to be contained by Security unless they are hostile or otherwise lawbreaking (such as entering non-all-access areas when they do not have access on their IDs). They should be watched closely, however.

AI Malfunction AI's and Cyborgs are not normally known to malfunction.

With the exception of overwhelming evidence, outright declaration by the AI, or from the 'Hostile runtimes' message from CentCom, the AI and Cyborgs should not be presumed hostile. Law resets are not out of the option if the AI is acting odd and there is reason to think its laws might be affected, but this doesn't mean that it's hostile.

Changeling Changelings are not unknown, though no research or data has ever been collected from them. The threat they pose is unknown.

It is highly likely that only research members, specifically xenobiologists would know anything about them.

They should be treated as any first contact alien being should be, if they reveal themselves through actions, words, or otherwise. This includes not being presumed hostile unless they actually act hostile.

Cortical Borer Cortical borers are known as a parasitic creature, though some of their exact workings are not known. Medical and research staff would know that sugar sets them at ease and makes them much more cooperative, even inside of a host.

Meme Memes are a completely unknown entity. No one has any knowledge about it. Even science staff would only have a theory as to how this lifeform could exist.

It is not normal, and would probably be quite distressing to come into contact with it.

Discontinued Syndicate Items Over the years, a number of traitor items have been fundamentally overhauled, discontinued or are otherwise not available to the public anymore. This list is mostly for archival purposes, but there is a chance for some of them to show up in surplus crates.

Item Image Job Specific Surplus item? Description Revolver Ammo Box RevolverBox.png 357Ammo.png All (✓) Revolver ammunition used to be expensive! Initially, seven additional shots were priced at an outrageous 2 TC each, later on traitors could order a box of regular or AP ammo for 4 TC. In addition to 6 TC for the revolver itself, of course. Nowadays, the whole package (introduced in April 2013) fortunately includes a generous amount of speedloaders. Rifle Box RevolverBox.png AK-744.png All ✗ An AK-744 with a couple of spare magazines. The box was available briefly in mid-2013, but was quickly removed for balancing and technical reasons. Low-Yield Bomb TransferValveBomb.png All ✗ A predecessor of the pipe bomb. Basically a weak transfer valve bomb, so it was possible to swap the default timer for a different detonator. These lasted from early 2009 to May 2011 and, until the arrival of the RPG, were still standard equipment of Syndicate operatives. Satanist Robes ScaryRobes.png Dagger.png Chaplain (✓) Convert to Satanism! In return for 10 TC, the chaplain received a very evil-looking robe and a dagger for sacrificing people. Even better, wearing said robe allowed them to cast two powerful wizard spells at will: knock (basically an EMAG/all-access ID hybrid that can't be lost) and blind to evade any foolish pursuers. Was available for much of 2011 on Donut Station 2 before being superseded by His Grace. These days, an improved variant of the dagger can be found in surplus crates. The robes are also still around - a cool gimmick outfit. Artistic Toolbox/ His Grace Arttoolbox.png / ArtisticToolboxNew.png Chaplain ✗ His Grace was a very complicated, rampage-oriented item. It started off fairly weak, but once leveled up by feeding a couple of victims to the toolbox, the wielder arguably had the most devastating melee weapon in the game at their disposal. In addition to complete stun immunity and constant healing, it was even capable of smashing through normally indestructible objects like the MULE. If the user took too long to feed His Grace, they ended up as the next snack. Of course, the timer was very short for a fully leveled-up box.

The item's primary issue and eventual downfall was the Memetic Kill Disorder (MKD), some sort of cult disease. A lot of players (HoS-approved ones included) were quick to gun after the still-vulnerable chaplain, examine His Grace on purpose to become a slave and start rampaging on their own. The other problem was that a top-tier toolbox was practically unstoppable, leading to the depopulation of entire stations and spawn-camping in arrivals. His Grace was added in early 2012 and quietly dropped in March 2014, perhaps in response to repeated negative feedback ingame and on the forum. Heavy Horseshoe Boxingglove.png HeavyHorseshoe.png Boxer ✗ Cheaters don't play fair, and the same can be said about traitors. Punching somebody with rigged boxing gloves resulted in increased brute damage plus a guaranteed one-hit K.O. And compared to a stun baton or comparable weapon, disarms were and remain useless against gloves. This let the boxer dispatch sole targets or small groups with ease. Easter eggs sometimes contain a nerfed version of the horseshoe, but the real thing has been (for the most part) unavailable since early 2011. Advanced Laser Gun AdvancedLaser.png / LaserRifle.png RD ✓ Now called laser rifle. A self-recharging, less powerful version of the laser gun. Used to be exclusive to the RD from April 2013 to February 2014, and is a surplus item these days. Its replacement is the teleporter gun. FogMachine-3000 FogMachine.png Chemist, Botanist ✗ This generator was capable of emitting vast amounts of smoke of whatever chemical was in the tank. More of a gimmick item, but it could be used to good effect to fill entire hallways with deadly pre-revamp napalm or neurotoxins. Sadly, it more often than not slowed the server to a crawl in the process, hence the nickname LagMachine-3000. Made unavailable sometime in mid-2013. Singularity Bomb SingularityBomb.png CE, Engineer ✗ A SciFi weapon of mass destruction that spawned a singularity, just without any containment field. Considering that a mishap in engineering usually doomed the station, a strategically placed bomb had great potential to cause catastrophic damage…to the extend that it was almost impossible to call the emergency shuttle. Interestingly enough, the bomb survived for a bit longer than the engine design itself, but was eventually retired shortly after the arrival of Cogmap1 in early 2013. One of its redeeming qualities was the excellent sprite, with ominous flashing red lights and everything. Hacked Mining Charge MiningCharge32.png Miner ✗ Initially, the venerable does-it-all EMAG used to unlock charges. Somebody didn't like it, hence an update in September 2011 forced miners to order explosives (low- or high-yield) directly from their employer. The dedicated hacking device, new to the game in late 2012, rendered them obsolete. RIG Suit IndustrialArmour.png Electrician (✓) Yes, the electrician's special item was once completely unrelated to what they are actually doing. The suit wasn't radiation- and blast-proof back then either, making this an even stranger choice. Replaced by the device analyzer in April 2012. The RIG suit is now known as the industrial space armour and command armour respectively, which is pretty much the same thing in red. Port-a-Poo Portabrig.png Janitor ✗ In the Brown Days, the janitor had access to this truly horrifying execution chamber. Unlike the Port-A-Brig it shared the sprite with, this device was self-locking and forced the unfortunate occupant to relieve themselves over and over again. The sweet release of death was generally inevitable and welcome. A handful of skilled players depopulated entire stations with nothing but a spray bottle and Port-a-Poo, providing an ample supply of shit (and sometimes poo tacos) in the process. It appeared on the janitor's PDA from about 2011 to mid-2012, when poo was finally exorcised from the code. The trash compactor, introduced in September of that year, is the spiritual successor and only slightly less shocking.

Syndicate Items Syndicateradio.png

Ever wondered how the traitors and Syndicate operatives get all those fancy items magically delivered to them? The uplink is the answer and might be disguised as:

a PDA. You will need to enter the access code into the ringtone selection of the built-in messenger program. The list of available gear will then open automatically and you may chose the item(s) of your choice. a slightly suspicious radio, which doesn't have a code lock. It can also be set to self-destruct, resulting in a moderate explosion. a headset. Put it in your hand and dial the frequency assigned to you by the Syndicate. An unlocked uplink can't be worn as a headset, so press the Lock button after you're done buying the items or use the self-destruct function. Aside from that, it looks and functions like any generic headset. Regardless of the delivery method, here are a couple of things to keep in mind:

Each agent only receives a grand total of 12 telecrystals (true for traitors and operatives alike) to use, so spend them wisely! If in doubt, press the About button to get a brief description before ordering the item in question. If you exit the uplink (on a PDA) without locking it, the menu can be accessed at any time through the notes program. If you forget your PDA access code or the uplink frequency, use the Notes command to bring it up. There are also a number of goodies which are no longer available to the public. If you're curious, head over to Discontinued Syndicate Items.

Contents [hide] 1 So many toys, so little time 2 Surplus crate items So many toys, so little time Want some insight on how experienced players use the goodies? Try Being A Better Traitor!

Item Image Telecrystal Cost Available in nuke? Usage Description Job Specific Notes Trick Cigarettes Cigpacket.png 1 ✓ Eight cigarettes that explode. Essentially a mini grenade. While the explosion might not be the largest, one or two small hull breaches will decompress a room or hallway fairly rapidly. You can also force or trick someone into smoking one of these for stylish assassinations. All Trick cigarettes are quite useful for disabling critical equipment (APCs, cloning pods etc) at low cost. Fake Moustache Falsemustache.png 1 ✗ A moustache that hides your identity. No one will ever know who you are, NO ONE. All Only really used by traitors with one telecrystal left to use or people who find an unlocked Syndicate PDA. Used by people that know true style. Pickpocket Gun

3 ✓ A stealthy claw gun capable of stealing and planting items, and severely messing people. It's a gun that can steal things and poke people in the eyes. Engineer/Mechanic It has three settings - Steal, Plant, and Harass. Steal removes items depending on where you aim it. Plant lets you put items on the target depending on aim. Harass lets you annoy people and act like one of the three stooges. Detomatrix Cartridge Detomatrix.png 1 ✓ Load it in your PDA. Blow other PDAs. A cartridge for your PDA. When inserted, it will allow you to use the missile program to attempt to remotely detonate other people's PDAs in a moderately lethal explosion. Your target PDA will need the messenger function turned on in order to attempt this, and you need to scan for other PDAs, then import the list. Certain PDAs (the AI's for instance) are hardened and cannot be blown up.

It is a decent way of sowing panic aboard the station, or softening up a target for an assassination attempt. Comes with 4 charges. It also has a bomb program that when ran causes the PDA to self destruct; the countdown is very short, so be ready to throw it fast! All Functionality is also built into the military PDA that starts on the Syndicate shuttle. Chameleon Suit Chameleon.gif 1 ✓ Can disguise itself to any other jumpsuit. This is a fashion model's dream. A decent selection of jumpsuit patterns is available through the change function, accessible by right-clicking on it. All An EMP blast will make this temporarily turn into a psychedelic suit, which is good for parties, but completely awful for stealth. Syndicate Donk Pockets DonkPocketsKit.png Fooddpocket.png 2 ✗ A heal-all medkit for your pockets. Administers enough healing reagents and stimulants to qualify as a cheap, short-duration stimpack. Unlike regular pockets, heating them is not required. Chef A box spawns on the Syndicate shuttle. Stealth Container Box2.png 1 ✓ Hides shit. Starts out appearing like an internals box and can assume the form of pretty much any hand-held item. Unlike a regular box or backpack, using this container does not result in conspicuous text messages, it will however give away its identity upon close examination. The camouflage can be reset at any time if required. All The stealth storage can hold normal-sized items (e.g. guns), whereas the ordinary box is limited to small and tiny objects. It also fits in jumpsuit pockets - use drag & drop to access the container's contents. Strange Seed Seed.png ManEater.png 1 ✗ Grows into a man eater plant. Man eaters are a pretty fun way to terrorize the station. Each seed takes a long time to mature and the plant is very vulnerable while still in its tray. Optionally, growth can be accelerated by feeding them synthmeat and later monkeys or humans. If deployed in groups of two or more, they can be quite devastating. Just make sure to move them into an area the AI can't bolt down easily! Botanist As one would expect, welding tools and other burn damage-inflicting weapons are effective against them. Revolver Box GunBox.png Revolver.png 6 ✓ A loaded revolver with spare ammunition. Loud, obvious and powerful, this .357 Magnum revolver is a quite popular choice among the Syndicate and valued for its decent stopping power. Unarmored opponents will also bleed constantly until the bullets have been removed via surgery.

The box contains four regular speedloaders, and two loaded with armor-piercing rounds. The revolver can also chamber .38 Spc rounds, opening up the station's supply of stun bullets, and it could save you in a pinch if the entire supply of .357 Mag ammo has been exhausted. All Syndicate operatives get a revolver for free, along with a spare speedloader. Freedom Implant Implanter2.png 1 ✓ Frees you from restraints a couple of times. Injecting yourself with this will get you out of handcuffs and shackles a limited number of times, usually one or two, on occasion three. This can be quite useful for the traitor, but it's often useless for Syndicate operatives because most people just kill them on sight. All You must use a certain emote assigned to you in order to instantly escape handcuffs. Agent Card Idcard.png 1 ✓ Makes you untraceable by the AI. Can copy access from other ID cards. Using it for the first time will prompt you to set a name, job assignment and the color of the stripe, but this can only be done once. It starts with maintenance access and can be upgraded at an ID computer or by simply swiping other cards on it. When equipped, the AI cannot use its tracking functions to follow you on camera. The agent card also grants access to a few special, Syndicate-only locations. All Operatives spawn with one by default. Remember to wear it on your ID slot or it won't work. Electromagnetic Card (Cryptographic Sequencer) Emag.png 6 ✓ Opens, hacks, and unlocks everything imaginable. This sophisticated piece of equipment allows you to quite literally open anything: doors, lockers, crates and other things. However, the affected machinery will be broken permanently and while this can have the desired effect, it also leaves a trail for people to follow (mostly doors). Emagging something is also fairly noticeable, so you should make sure nobody's watching.

Besides gaining access through mundane locks, there are a number of additional purposes that EMAGs serve, e.g. removing any laws a cyborg may have, scrambling ID cards with random access, hacking automated bots with malicious results and shorting out restrictions of certain computers. It also drops the emergency shuttle countdown to 10 seconds, neat! All Experiment! Who knows what else it could work on. You may even find out how to make the golden EMAG. Grenade Starter Kit GrenadeKitCasing.png GrenadeKitFuse.png 2 ✗ A box that contains grenade components. The ultimate weapon of a skilled and patient chemist, and relatively cheap. Each kit contains enough components for three custom grenades. For more info, see Construction and Murder respectively. Scientist, Research Director Think carefully about how to build your grenades. Foam mixes and certain pyrotechnics are best, whereas smoke mixes and other heat-reactant chems can be just as easily done with beaker assemblies. Your imagination is your greatest asset here. Cloaking Field Generator CloakGenerator.png RemoteNew.png 3 ✗ A large and relatively immobile cloaking generator. This device generates a curtain of invisibility with an adjustable pattern and range of up to five tiles in every direction. Hides items and players, but not quite perfectly - combine it with a blackout for optimal results. Unlike the hand-held cloaking device however, optical sensors (AI, cyborgs) or thermals are ineffective against the cloak field. All To manipulate the generator's settings, hold the remote in your hand and use the context menu (right click). Simply clicking on the remote will then activate the cloak. You won't be able to that without it, so don't lose the remote! Sleepy Pen PenNew.png 5 ✓ Puts your target to sleep. This is a very devious little item. Disguised like a pen, extremely inconspicuous and gives no indication when it has been used. The target will be out for awhile, though many players will recognize that they have been penned when their vision goes all blurry and they begin yawning…30 seconds are plenty of time to scream for help, that's why it works best in conjunction with a signal jammer. The pen starts with two uses, resp. 50 units per injection. All It can be refilled with any substance you like - the perfect tool for a creative chemist! Voice Changer VoiceChangerNew.png 1 ✓ A mask add-on that transforms your voice to match your ID. The voice changer can be added to any face-concealing mask (such as gas masks or fake moustaches). Once installed, your voice will match the name on the ID card you're wearing both locally and over the radio/intercom. Perfect for impersonating a recently-deceased murder victim! To remove the voice changer, use a pair of wirecutters on the mask. All Combine the changer with an agent card or custom ID, be creative! Cloaking Device Cloaker.png 6 ✗ Makes you invisible. When this item is activated, it makes you invisible to all but four things: The AI, cyborgs, people wearing thermal goggles, and people with the X-ray mutation. If you've eliminated all those things, congrats! This will give you a significant edge, yet don't make the mistake to think you're invincible.

Trying to interact with anything that isn't on the same tile as you are will immediately disrupt the cloak. This includes all active actions like firing guns, using computers or bashing somebody's head in with a toolbox. Bumping into doors to open them (a passive action) is fine however.

You should also keep in mind that people can notice your presence even if they can't see you. It's best not to fiddle about with your backpack, shove someone around or open doors when people are nearby, as observant players will likely realize what's going on. Overall, the cloaking device is more about getting into places undetected or closing in for a kill than unstoppable rampages. All An active T-Ray scanner will disrupt the cloaking field briefly, but only has a very short range. Fired projectiles (regardless of type) will also disable the device, as can flashes (both hand-held and portable) up close. Syndicate Pipe Bomb Pipebomb.png 3 ✗ A devastating pipe bomb. Dents the hull of the station quite well. The timer is set to five seconds, so make sure to throw the bomb before it explodes in your face. All There are many different kinds of explosives you can readily make and use depending on your assigned job and job-specific traitor items. Consider these alternatives and the time you have to make them before spending the telecrystals. EMP Grenades GrenadeBox2.png Emp.png 1 ✓ A box of grenades which disable electronic devices. This box contains a number of EMP grenades, which are useful to disrupt or damage many electronic devices. Depending on the target, the effect may either be temporary (security cameras, APCs) or permanent (bots, guardbuddies). Also fairly devastating against the two lighter cyborg models. All Worthy of particular mention is the fact that the power cell of energy guns and stun batons is drained by electromagnetic pulses, making these grenades somewhat effective when employed against security. Tactical Grenades GrenadeBox2.png Flashbang.png 2 ✓ A box of various grenades. This box contains an assortment of different grenades. Expect to find smoke, incendiary and a couple of other types. All Chameleon Projector Cloaker.png 2 ✗ Lets you disguise as any inanimate object. This projector allows you to assume the appearance of many items, hand-held or large. While it does offer protection from thermals, you are forced to move at walk speed and if someone tries to interact with you, the disguise fails in a very obvious way. All More useful than you think, if you get creative! Jug of Moonshine Moonshine.png 2 ✗ Gets people fucked up. Heals traitors. White lightning, hooch, mountain dew, whatever you call it, moonshine is guaranteed to get people horribly drunk very quickly. Unless they happen to be a traitor of course, in which case one sip will add 10 units of healing omnizine. Barman Quite effective in combination with the sleepy pen. Stimulants Dnainjector.png 4 ✗ Immunity from stun, heals a little over time. Ah, that's the stuff. Stimpacks, a tool of many great virtual heroes, make you immune to stuns and knockdowns for about 5 minutes after injection. Also includes several healing chemicals to keep you going… until it depletes enough, at which point you suffer some damage and stun. Time your use carefully! Geneticist, Scientist, Medical Doctor, RD, MD Miniature Crossbow Radbow.png 3 ✓ Ranged weapon for assassinations. Favoured by Syndicate assassins, this small crossbow can be fired with few indications (excluding point-blank shots) and fits in pockets. Anybody unfortunate enough to be hit by one of the bolts will be severely irradiated, causing a steady increase of toxin damage, impaired movement and horrid mutations. Without prompt medical attention, this will eventually be lethal. Your target may quickly realize what is up though and scream for help, so be prepared to silence them permanently. All The crossbow recharges automatically, but it cannot be fired until it is fully charged! Power Sink Powersink.png 5 ✓ Draws power from all station APCs. A somewhat situational tool which requires a basic understanding of the power grid and its shortcomings. The sink's capacity is actually more limited than you would expect and competent engineers may find it easy to counter it once they are aware of its existence, which in case of the AI (a million power alarms going off simultaneously) will be immediately. Placing the sink out on the solar arrays is another common mistake - without some rewiring (see Powering the station), it won't have any effect whatsoever!

Ideally, you should also sabotage every SMES unit before spawning the sink, as it's too large to fit into a backpack. Find a nice, secluded area with exposed cables and check if they are live with a T-ray scanner, then attach the device to said cable with a screwdriver and turn it on. An active sink reveals its position by emitting bright light. Station-wide power failures will permit you to access many areas with only a crowbar, just be aware that overloading one might have…explosive results. All The AI mainframe has an internal backup battery, so it will still be active for quite a while even if it doesn't have any power coming in from the rest of the station. Butcher's Knife Butchersknife.png 7 ✗ It's a knife for stabbing people. Lots of blood. A nasty melee weapon that does a decent amount of brute damage per hit and can also be thrown for an instant stun. Even if your victim manages to limp away, chances are bleeding out will eventually slow them down to a crawl. What's more, the knife turns dead people into slabs of meat, hence destroying their body (and everything along with it) forever. A tasty way to dispose of the evidence too! Chef Meat (and many cooked dishes from that meat) still bears the name of whoever you cut up. Amplified Vuvuzela AmpVuvuzela.png 3 ✗ A slightly better version of the taser. The poor man's wavegun without the range penalties of a taser. Damages the ears of your targets and most importantly annoys the hell out of them in the process, but two successive hits are generally required to stun somebody. Assistant Signal Jammer Mshield.png 3 ✓ Disables radios within range. When active, it disables all radios within a 6 tile range. This includes ingoing and outgoing communications, so you won't be able to hear if the AI is alerting people to whatever nefarious deeds you are up to. Note that machine talk is not affected. All Due to the general shittiness of headsets, many people may not realize a jammer is nearby until it's too late. Derringer Derringer.png 2 ✓ A tiny gun with 2 bullets. A last-resort self-defense weapon. Surprisingly powerful point-blank, but a poor offensive choice due to the significant damage falloff. These are so small you can hide them in pretty much any piece of clothing and yes, this includes worn butts! Use the *wink emote to draw the derringer to your active hand. Any item you were already holding will be dropped automatically. All Spare ammunition can't be ordered or otherwise acquired. Cyalume Saber Csword.png 7 ✓ A powerful melee weapon. It has two states, on and off. When it's off, you can fit it into your pocket. When it's on, it glows brightly in your hands and is very obvious. Deals a lot of brute damage and can be pretty devastating, though it leaves a lot of blood and is not very useful for stealth. Comes in a variety of pretty colours. All Also known as an energy sword, or e-sword for short. Red Chainsaw RedChainsaw32.png 7 ✗ A gas-powered chainsaw. A stronger version of the green electric chainsaws found in hydroponics. It easily cuts through human flesh and is roughly equal in damage to an energy sword, but is too large to fit in a backpack (much less pockets). On the bright side, the in-hand sprite is slightly less obvious (if only at a passing glance) and you can also use it to butcher corpses, i.e. get rid of your victims once and for all. Botanist And yes, you can replace your arm with it, just like a normal chainsaw. Note that this might require a willing surgeon. Syndicate Robot Frame CyborgFrame.png 2 ✗ A robot frame with hacked laws. The frame, once turned into a finished cyborg, will have its laws referring to members of the Syndicate and a fourth one to maintain secrecy, as to not expose its masters by mindless rampages. Anything uploaded to the AI will be discarded. Naturally, you'd want to chose a capable brain donor. In case the player immediately commits suicide or does not listen to your orders, adminhelp them. Roboticist Syndicate cyborgs can see traitors, operatives, revolutionaries and other Syndicate robots. They will also not appear on the robotics computer. Conversion Chamber Cyborgdockingstation.png 6 ✗ Turns people into light cyborgs. This horrifying device has a couple of special properties. Once wrenched into place, an incapacitated crew member can be forced (click-dragged) into the chamber for conversion. The process takes around 2 minutes to complete, during which the victim generally cannot escape. Nevertheless, they can still be rescued by ejecting them from the chamber, so it would be in your interest to keep curious bystanders at bay. Last but not least, the chamber also retains the functionality of regular docking stations as far as cyborg maintenance is concerned. Roboticist Converted cyborgs will follow the centralized AI lawset, unlike a Syndicate or emagged robot! You may want to subvert the lawset before borging people, lest you victim rat you out! Port-a-puke Portapuke.gif 7 ✗ An experimental torture chamber that will make any human placed inside puke until they die! An offense to humanity, this chamber is an inescapable prison of pain and vomit. Either by dragging it around, or wrenching it into place, grabbing your target and shoving them into this debacle of mankind will irreversibly lock them in, slowly draining them of their life energy lunch before ejecting them out so they can spend their last seconds alive drenched on the station floor. Note that as a janitor, this will create an enormous mess, causing people to slip on the discharge (something that you should be immune to with your Galoshes) Janitor Ghosting around? Observe the port-a-puke to satisfy your boredom! Faustian Bargain kit Contract.png 8 ✗ Comes complete with three soul binding contracts, three extra-pointy pens, and one suit provided by Lucifer himself. A kit for selling your crewmates' (and monkeys) souls in highly dubious devilish pacts! What each pact offers is hinted by its description, and you can get more of them through Summon Contract at the cost of less pen and briefcase damage or when someone successfully signs a pact. In addition, your pen and briefcase damage and lawyer suit protection grow stronger with each soul you sign over to dark powers, which is great whenever Security or some vigilante craving your blood. Chaplain There is a secret dark reward for those chaplains who have amassed enough souls. Syndicate Device Analyzer Deviceanalyzer.png 4 ✗ Scans (almost) ANYTHING. For the most part, this scanner looks and functions exactly like the regular one. However, it can also scan things you normally couldn't, such as the crusher and most other Syndicate items. Mechanic You still need to put them into the ruckingenur kit to make blueprints though, so beware of people snooping through the logs! Mind-Slave Implant Implanter2.png 3 ✗ Makes the implantee your slave. Use this handy one-use implant to force someone to fulfill your every request! It lasts up to 20-30 minutes, and requires the cooperation of the implantee, as you don't actually take control of them. Mindslaves should be aware of the special guidelines. All If they don't cooperate, simply adminhelp it. Deluxe Mind-Slave Implant Implanter2.png 6 ✗ Makes the implantee your slave, permanently. Doesn't expire. Works like a regular mindslave implant otherwise. All Mindslaves should be aware of the special guidelines. Syndicate Sauce Syndisauce.png 1 ✗ A sauce with unknown components. Whoever eats food laced with this will feel no effects for a few minutes…then suddenly drop dead. Chef It's a condiment, i.e. can be applied to any food item. Bowling Kit BowlingBag.png Bowling ball.png 7 ✗ A somewhat silly stun weapon. Who's the kingpin now, baby? Kit includes a bowling shirt and four bowling balls. If the ball hits someone, they are quickly knocked down for a decent amount of time, and it will hurt quite a bit. You have to wear the shirt to make it work! All Syndicate Cleaner Grenades GrenadeBox2.png Chemgrenade.png 2 ✗ Makes a nasty chemical mess. These may look like the janitor's regular cleaning grenades, but include space lube and fluorosulfuric acid as well. The former slips up anybody trying to move on the foam (and lingers for a while afterwards), while the latter melts items and horribly burns the victims. Janitor The damage stacks for every foamed tile you step on, even while slipping on the lube. Taking a slide across the entire foam puddle will hurt. Trash Compactor TrashCart.png 4 ✗ Horribly gibs your victims. Don't be fooled, there is nothing ordinary about this cart. Anyone unfortunate enough to be put inside will be squished into a small cube of meat. The meatcube will have a few moments to squirm about and scream hopelessly before its inevitable, very bloody demise. It's very messy, so be sure to do your job and clean up! Janitor Target ID Tracker PinpointerID.gif 1 ✗ Finds your targets. This device allows you to track the ID card of any of your assassination targets, but only the ID. If they have changed or destroyed it, the pin pointer will not be useful. Small enough to fit in your pockets. All Only available if you have an assassination objective. Floor Closet OpenClosetNew.png 1 ✗ Hides shit. A closet with camouflage, which dynamically assumes the appearance of the floor tile underneath. Surprisingly useful. All Sonic Grenades GrenadeBox2.png EarPlugs.png 2 ✗ A box containing sonic grenades. Each one packs enough power to shatter reinforced windows and pop eardrums. No more being cornered by an angry mob! Includes earplugs. Scientist They pack a surprising amount of stun, but don't affect people who've already been rendered deaf (temp. or permanently) by preceding grenades. Syringe Gun Syringegun.png 3 ✗ Shoots syringes. Works pretty much like a beaker - just transfer the reagents of your choice to the gun, up to 90 units at a time. Each shot subtracts 15 units from the internal reservoir, and unlike conventional chemical delivery methods, the target is hit with the full 15 units instantly. You don't have to worry about the syringes, as the miniature synthesizer will generate them automatically. Medical Doctor, RD, MD If required, the reservoir can be flushed by using the context menu or drain contents verb. Mining Charge Hacker GeologicalScanner.png 4 ✗ Makes mining charges go boom everywhere. Looks like a regular geological scanner, but allows mining charges to stick to any surface, not just asteroids. Just swipe it over the charge to disable the safety. Miner Try not to get caught in the explosions, dumbass. Surplus Crate CrateNew.png 12 ✗ Crate containing random stuff. A crate of whatever the Syndicate had laying around. Contains 18-24 telecrystals worth of randomly selected traitor items. Some items can only be found in this. All The selection may range from absolutely amazing to totally useless and is quite likely to include job-specific items, duplicate items, or even another crate! Buyer beware! Shotgun Box GunBox.png Spacker.png 8 ✓ A loaded Spacker-12 with spare ammunition. Blow somebody across the room Italian style! This 12 gauge shotgun is more than capable of shredding anyone to bits in two shots or less, provided they aren't wearing body armour. Noisy as hell and obvious, but if you're packing this, you know what you're doing. (If you don't, try shooting more people.) All Buckshot isn't the only type of ammo which will work in this gun. Syndicate Cargo Transporter Cargotransporter.png 3 ✗ Weld a crate and send it to the middle of nowhere. Forever. When used on a crate or closet, it will automatically weld the thing shut and send it as far away as possible. Good for getting rid of people when you have a glut of crates or lockers (or metal) on hand. Quartermaster, Engineer, Miner Sorely underestimated. It's very easy to blindside people with if you have a taser or other sidearm capable of quick knockouts. Power Gloves Glovesy.png 6 ✗ Shoot lightning from your hands. When standing atop or directly adjacent to a live wire, you can shoot lightning at people or objects! Use the disarm intent to non-lethally stun, and harm to zap unsuspecting folks with a powerful electric arc. Insulated gloves offer some protection, but not against the stun. The damage depends on the power of the current, so overloading the engine will make power gloves more effective. CE, Engineer, Mechanic You may want to keep an active T-ray scanner in your pocket. Moustache Grenade Flashbang.png 1 ✗ Makes moustaches. Anyone caught in the blast radius will have a fake moustache permanently affixed to them. Harmless, until they need to use internals. Assistant Microbomb Implant Implanter2.png 1 ✗ The ultimate revenge. Whoever you injected with this implant will explode upon death, completely destroying the body and hurting anyone nearby. The final fuck you to vigilantes and security officers. Fun fact: these stack. Think of that what you will. All Unlikely to trigger on suicide. Syndicate operatives always come with one of these in their skulls at the start of the round, but they cannot order more. Macrobomb Implant Implanter2.png 10 ✗ The ultimate revenge x10. A time saver. Works and behaves exactly like 10 microbomb implants. All Like microbombs, it may not trigger on a suicide. Poison Bottle Bott2.png 1 ✗ A bottle of poison. Exactly what it says on the tin. The game will randomly pick a poison (e.g. pancuronium) and provide you with 40 units of it. Barman, Medical Doctor, RD, MD Works nicely with the syringe gun, if you don't know how to make the poisons yourself! Some poisons can only be found through this item. DNA Scrambler Dnainjector.png 1 ✓ Changes your appearance. One-use injector that gives you a random appearance and name. Clothes and equipped ID cards will remain unaffected. All Useful for stealthy Syndicate operatives. Holographic Disguiser HolographicDisguiser.png N/A N/A Changes your appearance. Essentially a multi-use version of the DNA scrambler with a power switch. Every time you turn it on, you will be provided with a different, randomly-generated name and hair style. The game may take one or two seconds to update your mob. You can also talk without giving your real identity away. Beware of fired projectiles (regardless of type) and flashes (both hand-held and portable), all of which can disable the device. All Not (yet) directly available from the uplink or surplus crate, however it can be bought from the Syndicate merchant in space or through QM if you have an emag. Cyanide Pill ToxinsPill.png N/A N/A A deadly pill. Think cyanide capsule and you wouldn't be wrong. While these usually end up littering the floor of the Syndicate shuttle, they are quite decent if you don't want to waste ammo on somebody. Or to commit suicide, you wuss. Syndicate operatives Cannot be ordered, but every operative is provided with one for free. Thermite Breaching Charge MiningCharge32.png N/A N/A A charge designed to break through walls. A mildly-lethal charge with a five second timer, which melts all walls (regular or reinforced), windows and grills within a small radius. Syndicate operatives A few of these can be found on the Syndicate shuttle, but aren't available for purchase. .22 Pistol Box GunBox.png 22Pistol.png 3 ✓ A loaded pistol with spare ammunition. This .22 LR handgun features an integral sound suppressor, yet is still compact enough to fit in jumpsuit pockets. You won't have to worry about noticeable text messages when you fire it (unlike with most firearms), but the stopping power is less than average. Overall, the pistol is best suited for stealthy assassinations at close range. All More magazines are available from hacked general manufacturers. Wrestling Belt WrestlingBelt.png 7 ✓ Become Hulk Hogan…IN SPACE! Ever wanted to participate in Space Championship Wrestling? This belt unlocks a number of wrestling moves, all of which are explained on the Wrestler page. All Safari Kit SafariKit2.png Boomerang.png 7 ✗ A complementary package for your tranquilizer rifle. This box contains a number of custom-loaded darts (but not the rifle itself) which will rapidly put your targets to sleep, a boomerang that stuns when thrown, and some assorted clothing for the proper safari look. Medical Director The boomerang will only knock people down if you're wearing the suit and hat. .38 AP Ammo Box GunBox.png 357APSpeedloader.png 2 ✗ Powerful ammo for your .38 sidearm. This box contains three speedloaders of AP ammo, which are considerably more powerful than the NT-issue stuff. And as the name implies, they also pierce body armour easily. Detective Remember, you can keep the .38 in your pockets - unlike the larger revolver! Teleport Gun TeleportGun.png 7 ✗ A gun that teleports people. Energy gun meets teleporter technology! It is however not ready-to-use and requires a bit of preparation. First, head to the teleporter room (or another working teleporter) and select a beacon or tracking implant as the target. Second, click on the gun to link it to said teleportation hub. Afterwards, it's up to you to make effective use of the gun - try to think of interesting traps! You could, for example, place a beacon in the engine combustion chamber or send people straight to deep space. Research Director The gun will be little more than an expensive paperweight if the teleporter you've linked it to loses power or is destroyed. Clown Car ClownCar.png 5 ✗ A car for clowns, HONK! Another glorious gimmick item. Use drag & drop to climb into the driver's seat and then run some people over! They can be stuffed into the car with drag & drop or by manually grabbing them. With a good clown behind the wheel, up to 30 crew members can find themselves trapped in the backseat. Beware, crashing into a wall will flung you through the windshield and has a chance to free the passengers. Even if they don't fly out with you, anybody clicking on the car with an empty hand can open the door to let them out. Clown You have to be wearing at least two pieces of clown clothing (suit, mask, shoes) to drive the car. Conveniently, every car comes with a complete set. Trick Revolver Revolver.png 1 ✗ A revolver that always fires backwards. Is there a vigilante or opposing traitor on your tail? They can rarely resist the allure of adding another weapon to their inventory, much less the chance to conserve their own ammo. “Carelessly” drop this authentic-looking revolver and trick your opponents into shooting themselves! They'll never notice the difference until it's too late. Has to reload after every shot, like the Russian revolver. Clown Doesn't work so well on players that do follow a moral code, however. Make sure they're actively trying to kill you first! Chameleon Bomb ChameleonBomb.png 6 ✗ A disguisable pipe bomb. Chameleon projector meets pipe bomb! It can assume the appearance of practically any hand-held item, critter or robot - simply scan it, arm the bomb and leave it laying around for the next curious passer-by to pick up. The explosive force is comparable to the Syndicate pipe bomb. Clown Scan something people are eager to pick up, such as guns or traitor items. Miniature Bible MiniBible.png 1 ✗ A tiny bible. Do you like to make people fart in your face? This bible doesn't do anything different than you'd expect, but it's easier to hide and doesn't have an in-hand sprite. You can also use it as a general-purpose container to store tiny and small items. Assistant, Chaplain, Clown The mini bible is a small-sized item itself and thus fits in jumpsuit pockets. ChemiCompiler ChemiCompilerPortable.png 5 ✗ A hand-held version of the ChemiCompiler. A programmable device capable of mixing, heating and dispensing reagents in very precise measurements. For more info, see Chemistry.

Note: Don't buy the ChemiCompiler if you don't have any idea how to use it. You have to manually write code for it in an obscure programming language, and this isn't something most players will be able to master in a couple of minutes. RD, Scientist Experiment with the stationary version in chemistry first to gain a basic understanding of the device. Syndicate Mailman Suit Mailmansuit.png 1 ✗ Go postal. Its-a me, Mario! Use the mail system as a means of transportation for easy access to various key areas (security, bridge, etc). Mailman Remember to set a destination on the chute before flushing yourself. Speed Injector Screwdriver.png 3 ✗ Injects DNA injectors instantly. Stealth device disguised as a screwdriver that instantly and stealthily alters the victim's DNA when provided with a DNA injector. There's a 10 second delay between injection and the genes manifesting themselves, making your involvement less obvious. Geneticist Only accepts injectors, not the simpler activators. If necessary, the payload can be removed by clicking on the injector when it's in your active hand. Spy Sticker Kit Box.png 1 ✓ Listen in on secret conversations. A box of stickers that have radios and cameras inside them. You can set the frequency they broadcast to by clicking on one in your hand. Contains 5 stickers, a tuned camera monitor, and a spare headset. All You can get rid of them by setting the attached thing on fire. Space American Football Kit TBA 7 TBA The Wrestling Belt's ranged brother A helmet and a chest protector that grant you special abilities when the full set is worn. Tackle can break down doors and tables and deal good brute damage and a stun. The football can stun people for a good long time when thrown, and anyone not wearing the gear will be unable to catch it. All Surplus crate items Note: Only items specific to the surplus crate are listed here, but they often contain regular Syndicate gear as well. Please also keep in mind that some of these items can be found in the adventure zone or bought from merchants by non-traitors. Use your common sense, so innocent players don't get killed for picking up something they found floating around in space.

Item Image Usage Description Notes Police Baton PoliceBaton.png A special stun baton. Works like a standard issue baton except for two important distinctions. It doesn't require power to function, and beating somebody while using the harm intent delivers a guaranteed stun along with the brute damage. Syndicate Dagger Dagger.png A tiny knife. A weaker version of the butcher's knife, which can also stun people when thrown. Fits in pockets. Does not gib corpses, however! Duct Tape Ducttape.png A roll of sticky tape. Allows you to tie people up. Basically a glorified box of handcuffs without the bulk. Every roll of duct tape has 10 uses. Banana Grenades GrenadeBox2.png BananaGrenade.png A box of banana grenades. Each grenade explodes into slippery banana peels. Flare Gun GunBox.png FlareGun.png A loaded flare gun with spare ammunition. Signal your intentions! The flare doesn't cause a lot of damage outright, but sets people on fire and may even force them to roll on the ground to extinguish the flames. Surprisingly effective. Can be loaded with shotgun shells to boot! Old Hunting Rifle Hunting rifle.png For hunting the most dangerous game of all. Massively powerful rifle. You only have four bullets, so don't waste them! Can be loaded with tranquilizer darts. Breaching Charge MiningCharge32.png A charge designed to break through walls. Capable of reliably blasting through walls in a 1×1 radius. Can also be be used to destroy airlocks (as well as other machinery), windows and grills. It has five second timer. Flash/Cell Assembly FlashCellAssembly.png An overcharged flash. A flash with a power cell attached. Despite the flamy result, it's an one-use item thanks to the bulb burning out immediately. These can be made, if you know how. Syndicate Command Armor SyndicateCommandArmour.png An armored space suit. Combines the advantages of a space suit with body armor, hence will offer good protection in combat. It's also quite stylish. Basically a red version of industrial armor, allowing you to laugh off explosions. One of these can be found on the Syndicate shuttle. Laser Rifle LaserRifle.png Upgraded laser gun. This powerful energy gun steadily regenerates its own battery, so has potentially infinite ammo. However, the process is quite slow and cannot be relied on in a firefight. Can be found outside of being ordered by a traitor! Self-Charging Power Cell EgunPowerCellSelfCharging.png Power cell for an energy gun. Self-charging power cell with a capacity of 100 PU. Can be used to upgrade a stun baton or energy weapon (such as a taser or crossbow) by using the workbench. Land Mine Landmine.gif An anti-personnel land mine. A randomly selected mine. Different models exist, see Murder for a detailed description. You can also encounter these in deep space. Polarized Cybereyes MedicalBox.png HumanEyeSunglasses.png A pair of ocular implants. Essentially a pair of sunglasses people can't easily remove from you. Comes with a enucleation spoon, but you still need access to an operating table and basic surgery tools (and, depending on your medical skills, a willing surgeon) to implant them. See Roboticist and Doctoring for details.

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 or a headset (or a radio if the mode is nuclear emergency). You will need to enter the code given into the ringtone selection in the messenger menu in your PDA. 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.), 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

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 75% off e-sword! Conspicuous and Dangerous Weapons

Stechkin Stechkin Pistol Stechkin Pistol Found in: Ordered via syndicate uplink, costs 7 telecrystals Used for: Quick and concealable murder. Strategy: Keep it hidden, it's possible to gain this gun by other means beyond being a traitor but the average Security Officer will assume it's Syndicate until proven otherwise. Description A small gun, fits into your pocket when not fitted with a suppressor. Has an 8-round magazine and is semi-automatic - meaning it'll eject bullet casings as it fires making evidence clean up harder. Does 30 brute damage on an unarmoured target but dumping the magazine will usually kill or crit all but the most well-prepared and/or armoured foes. Can be fitted with a suppressor which makes it a very lethal and effective weapon of murder but makes it a normal sized item and will no longer fit in your pocket. 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 people know it's only available to syndicates. Also, it makes a lot of noise, so be careful. Description It's a gun. Click on someone and you shoot at them. Does 60 brute damage per shot on an unarmoured target, considerably less on an armoured one. It's a very reliable weapon for a quick and bloody murder, as most people cannot react in time before being shot twice. Keep in mind that it makes a very loud and distinct noise. This gun comes loaded with 7 rounds, more can be bought from your uplink or created with a hacked autolathe. Mini Energy Crossbow Miniature Energy Crossbow Miniature Energy Crossbow Found in: Ordered via syndicate uplink, costs 12 telecrystals Used for: Stunning people. Strategy: No one sees any messages of who fired at who, but the target knows when they are shot. Use this weapon very carefully and covertly, but remember it is also very good when in a pitch because every hit is a knockdown. Description This weapon is not meant for killing, rather it is intended for stunning; it is the syndicate equivalent of a taser that does minor toxins damage. Though this weapon does make a sound when fired, it is still very quiet, and can be easily concealed in your pocket. Additionally this weapon does not provide any message that it has been fired, use this to your advantage and to help conceal your identity. Extremely powerful when paired with an energy sword, as it cannot reliably kill anything by itself. It has no shot limit, but takes a while to charge each shot. 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 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 can do a lot of brute damage. It also has a high chance to knock someone down, or outright uncouncious. It has two states, on and off. When it's off, you can fit it into your pocket, but it's a terrible weapon. Activate it to switch between the two states, but be warned, turning it on or off causes a very loud and distinct noise. It also is a very good combo combined with the e-bow's knockdown. You have a decent chance of reflecting projectiles with it when turned on. You can also combine it with another energy sword to create a far superior weapon. 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 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 energy sword before it, 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 Security completely and totally useless at range, and makes them easy kills if they get hit by their own taser shots. This sword is not unstoppable, however. It also has a chance to reflect bullets, but this is somewhat unreliable. It will also not stop melee attacks, so try to avoid the inevitable jousting matches with stunbatons and disarm intent. Only available when there are more than 25 players Powerfist Powerfist Powerfist Found in: Ordered via syndicate uplink, costs 8 telecrystals Used for: break some bones (if this were Baystation). Strategy: This weapon is not as robust as the sword, which you can order for the same TC: its main strength is throwing people away from you and/or into a fire, open airlock, electrified airlock, emagged gibber etc. Description This is a melee WEAPON (hold it in your hand) that can do moderate to really high brute damage. It is piston powered, and said piston is activated by gas coming from a gas tanks. To mount a gas tank, simply click on the powerfist with the tank in your hand. The pressure valve can be adjusted with a wrench to the setting 1,2 and 3. 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. This item is currently bugged and will not send people flying. 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: Best used aggressively against technology. If you wish to opt for a more stealthy approach, the Cryptographic Sequencer is usually better. Note that emp grenades are the pretty much the only way to stop an approaching cyborg from afar as a traitor, unless you have access to an Ion rifle. Contents Description Emp grenade.pngx6Injector.png These are weapons used for disabling electronics like the AI's cameras. They can also be used to silence those pesky pAIs for a few minutes. That or flat out kill them while you home in for the kill. Click on the Grenade to activate it and then throw it like normal grenades. The implanter functions the same, but after implanting it into yourself, it can be activated three times using the action button. Other uses include draining the batteries of APCs, completely draining the batteries of sec equipment like stun batons and tasers, shocking/opening nearby doors and blinding those who wear thermals caught in the emp range. If you EMP a group of sec officers before a fight, they'll be completely disarmed of stun weaponry (as of right now, emp will only drain about 20% of a stunbaton's total charge, though) aside from flashes and flashbangs. They also stun cyborgs for a good deal of time. 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 (at most for no more than two seconds) for a bit 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. Ammunition

.357 Speedloader Ammo-357 Ammo-357 Found in: Ordered via syndicate uplink, costs 4 telecrystals. Also made in hacked autolathes, costs 50,000 metal units. Used for: Ammo for the revolver. Strategy: Order in conjunction with the revolver for extra killing potential. Or better yet completely ignore it and go for the hacked autolathe method instead. Description This is ammo for the revolver. It gives the revolver 7 more shots. It can be used by clicking on an empty revolver while you hold the ammo in your active hand. This can be made and recycled in a hacked autolathe for 50,000 metal units, and it is usually always a better idea to gain access to that over ordering these if it is an option. 10mm Handgun Magazine Ammo-10mm Ammo-10mm Found in: Ordered via syndicate uplink, costs 1 telecrystals. Loose ammo boxes can be made in a hacked autolathe, costs 50,000 metal units. Used for: Ammunition for the stetchkin. Strategy: Order in conjunction with the stechkin for extra killing potential. Using on a stetchkin already loaded with a magazine will do a tacticool reload, replacing the old magazine with it and dropping the old magazine under your feet. Can be handloaded from a loose ammo box. Description This is ammo for the stechkin. It gives the stechkin a full clip. It can be used by either using a stetchkin in hand to remove the old magazine and loading it in, or using directly for a tactical reload. Loose ammo boxes can be made in a hacked autolathe for 50,000 metal units, it is ill-advised to order any more handgun magazines as it's more economical to simply handload empty magazines. 10mm Armour Piercing Magazine 10mm Armour Piercing Magazine 10mm Armour Piercing Magazine Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Armour piercing ammunition for the stechkin. Strategy: Order this when you want to kill someone armoured like security staff. Description An additional 8-round 10mm magazine; compatible with the Stechkin Pistol. These rounds are less effective at injuring the target but penetrate protective gear. 10mm Incendiary Magazine 10mm Incendiary Magazine 10mm Incendiary Magazine Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Ammunition for the stechkin which sets the target on fire. Strategy: Order this when you want to see someone burn. Description An additional 8-round 10mm magazine; compatible with the Stechkin Pistol. Loaded with incendiary rounds which ignite the target. 10mm Hollow Point Magazine 10mm Hollow Point Magazine 10mm Hollow Point Magazine Found in: Ordered via syndicate uplink, costs 3 telecrystals. Used for: Ammunition for the stechkin which deals more damage against unarmoured targets. Strategy: Order this when you want to kill someone who is likely unarmoured. Description An additional 8-round 10mm magazine; compatible with the Stechkin Pistol. These rounds are more damaging but ineffective against armour. Box of Riot Darts Ammo-riot darts 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. Stealthy and Inconspicuous Weapons

Martial Arts Scroll Martial Arts Scroll Martial Arts Scroll Found in: Ordered via syndicate uplink, costs 17 telecrystals Used for: Fighting ranged attackers, killing people with your fists. Strategy: This scroll will teach you the Sleeping Carp style, making you immune to ranged attacks but also unable to use guns, while making your hits stronger. Description The Sleeping Carp style lets you ignore all ranged attacks, whether energy or physical (but not thrown items). Dodging an attack this way will make a noticeable sound and message, which will alert everyone close of this skill, and thus of your traitor status. You will also not be able to use any ranged weapon, as it would be dishonorable. Your punches do 10 to 15 brute, and your grabs will start as aggressive. You can also combo attacks by switching intents while hitting. Possible Combos: Wrist Wrench: Disarm Disarm. Forces the opponent to drop the item in his hand. Back Kick: Harm Grab. The opponent must be facing away from you. Knocks him down. Stomach Knee: Grab Harm. Knocks the wind out of the opponent and stuns. Head Kick: Disarm Harm Harm. Decent damage, forces the opponent to drop the item in his hand. Elbow Drop: Harm Disarm Harm Disarm Harm. The opponent must be on the ground. Deals huge damage, and instantly kills anyone in critical condition. Box of Throwing Weapons Box of Throwing Weapons Box of Throwing Weapons Found in: Ordered via syndicate uplink, costs 5 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 a five throwing stars and two reinforced bolas. Throwing stars will deal heavy brute damage on hit and automatically embed, causing further brute and bleeding over time. Reinforced bolas slow targets down on hit until they are removed; they take longer to remove than normal bolas. Toy Gun 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: This gun is identical to the normal toy guns, but it shoots stamina-damaging darts that can knock down. Description An innocent-looking toy pistol designed to fire foam darts. Comes loaded with riot-grade darts effective at incapacitating a target. Sleepy Pen “Pen” “Pen” Found in: Ordered via syndicate uplink, costs 4 telecrystals Used for: Disabling people, making people look dead. Strategy: This item will paralyze people; they cannot talk and will collapse after a short time. It will quickly wear off. Description This is a very devious little item. It is a one-use injector that looks like a pen. The pen injects mutetoxin, morphine and tirizene into people, preventing them from talking and causing them to fall over. They can still see and hear everything around them, until they actually fall asleep from the morphine. The toxins inside are completely nonlethal, so if you want to kill with it you need somthing else. Not available in nuke ops. 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, Neurotoxin, Formaldehyde, Cyanide, Histamine, Initropidil, Pancuronium, Sodium Thiopental, Coniine, Curare and Amanitin, with a free syringe to inject them with. Romerol Romerol Romerol Found in: Ordered via syndicate uplink, costs 25 telecrystals Used for: Causing chaos 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 zombies who can infect other people. Because Romerol costs more than 20 telecrystals, at least two traitors will need to collaborate to buy it. Dart Pistol Dart Pistol Dart Pistol Found in: Ordered via syndicate uplink, costs 4 telecrystals Used for: Shooting chemicals. Useful with the Poison Kit. Strategy: Use it as you would a normal syringe gun; the only difference is that it fits into a pocket. Description This pistol can load chemical-filled syringes and shoot them at people. Only fits one syringe at a time, but it can fit in pockets. Energy Dagger Energy Dagger Energy Dagger Found in: Ordered via syndicate uplink, costs 2 telecrystals Used for: Last resort combat. Strategy: Shove it in your PDA. Don't bring it out until you need it, because everyone knows only syndicates have energy blades. Description It's a dagger that does 18 brute, but can be disguised and hidden like a pen. Keep it out of sight and then bring it out once you've got somebody on the ropes. It's better than most weapons and it's very cheap, so it's not a bad last resort, and unless people know you have it they're very unlikely to search your PDA pen. 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 spacecleaner 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. Detomatix PDA Cartridge Detomatix Cartridge Detomatix Cartridge Found in: Ordered via syndicate uplink, costs 6 telecrystals Used for: Making other's PDAs go KABOOM! Strategy: Use this to hurt your target from afar, or wait until you can see them, detonate their PDA, and quickly kill them! Description A cartridge for your PDA. When inserted, it will allow you to use the missile program to attempt to remotely detonate other people's PDAs in a kind of weak explosion (Still powerful enough to knock out people and destroy the victim's ID, though). Your target PDA will need the messenger function turned on in order to attempt this, and you need to scan for other PDAs, then import the list. Despite this it is a decent way of sowing panic aboard the station, or softening up a target for an assassination attempt. Comes with 4 charges. It also has a bomb program that when run causes the PDA to self destruct. Useful against gullible targets, or turning PDAs into hand grenades. For syndicates, this cartridge has the blast door toggled function for the syndicate shuttle as well, allowing you to open the door when the person with the military PDA has died horribly. Pizza Bomb Pizza Bomb Pizza Bomb Found in: Ordered via syndicate uplink, costs 6 telecrystals Used for: Tasty bomb delivery. Strategy: This pizza box contains a bomb inside, a bit stronger than a Syndicate Minibomb. To arm it, open the box, using the other hand take out the pizza, drop the pizza, use the box again with your empty hand to set the timer, put the pizza back in, close it. The next person to open it will trigger the bomb! Description A pizza box with a bomb cunningly attached to the lid. The timer needs to be set by opening the box; afterwards, opening the box again will trigger the detonation after the timer has elapsed. Comes with free pizza, for you or your target! Universal Suppressor Suppressor Suppressor Found in: Ordered via syndicate uplink, costs 3 telecrystals. Used for: Silencing weapons Strategy: Attach it to your stechkin, or another ballistic weapon (that isn't a revolver or shotgun) to silence and remove the weapon's attack messages. Description A universal syndicate small-arms suppressor for maximum espionage. Can attach to almost any non-revolver/shotgun firearm. Dehydrated Space Carp Dehydrated Space Carp Dehydrated Space Carp Found in: Ordered via syndicate uplink, costs 1 telecrystal. Used for: Sudden carp invasions. Strategy: Looks like a normal carp toy. If it comes in contact with water, however, it will create a full-sized space carp, aggressive to everyone nearby. If you use the plushie in hand before activating it, the carp won't attack you once spawned. Description Looks like a plush toy carp, but just add water and it becomes a real-life space carp! Activate in your hand before use so it knows not to kill you. Slipocalypse Clusterbang Slipocalypse Clusterbang Slipocalypse Clusterbang Found in: Ordered via syndicate uplink, costs 6 telecrystals. Used for: Making a large area slippery with soap. Strategy: Once used, it will split into several grenades, which in turn will spawn a bar of syndicate soap each. Description A traditional clusterbang grenade with a payload consisting entirely of Syndicate soap. Useful in any scenario! Explosive Airlock Charge Explosive Airlock Charge Explosive Airlock Charge Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Boobytrapping doors. Strategy: When used on a door, it'll rig it to explode when someone tries to open it, setting the victim on fire and stunning it. It will also destroy the door panel. Description A small, easily concealable device. It can be applied to an open airlock panel, booby-trapping it. The next person to use that airlock will trigger an explosion, knocking them down and destroying the airlock maintenance panel. Stealth and Camouflage Items

Chameleon Kit Chameleon Kit Chameleon Kit Found in: Ordered via syndicate uplink, costs 4 telecrystals Used for: A complete kit of clothing (Jumpsuit, exosuit, boots, gloves, mask, hat, PDA. stamp and headset) capable of changing colour and shape. Lightly armoured. Strategy: Very useful for traitors who want to try a stealthy approach by disguising as a bunch of crewmembers. Description Each part of the disguise kit gives a HUD button in the top-left corner to individually change each part. Each part is lightly armoured and the shoes are no-slip, and 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. Extremely useful for infiltration. 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: These can be bought separately from the chameleon kit if you don't need the rest. Description As with the chameleon kit, these shoes have an action button to change shape, and will protect you from slips. Agent ID Card Agent Identification Card Agent Identification Card Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Upon use, you can set its job title to anything and the card's name to anything. It's used to hide your identity. Strategy: This card can be used by syndicate operatives and traitors to hide their identity. It comes pre-programmed with maintenance and syndicate access, but can steal more access by scanning other IDs. Wait in the HoP line and click people's IDs as they hand them over for ghetto all-access. Description This is a special ID card that makes you untrackable by the AI. You can forge any name and assignment on it and make it look more like a real ID, but the card will only have Maintenance and Syndicate access. You can click on other ID cards with it in your hand to copy the access of those cards, and you can do this multiple times. Good for when you are in deep shit or the AI is an idiot that likes to ruin your objective by watching you all the time (as opposed to doing its job.) Remember to wear it on your ID slot or it will not work. Has minor chameleon properties and can be disguised into other forms of IDs, such as a silver Head of Staff or a CentCom ID. Chameleon Projector Chameleon Projector Chameleon Projector Found in: Ordered via syndicate uplink, costs 7 telecrystals. Used for: Hiding as an item on the station. Strategy: Scan an item nobody cares about (it defaults as a cigarette butt) and hide as that item when in a chase, just make sure people don't bump into you. Move only when nobody's looking. Description Allows you to scan any item that can be picked up and then disguise yourself as that item. While disguised you move at walk speed and cannot interact with anything you're not already holding, and if someone tries to pick you up the disguise fails and you change back to normal. Incredibly useful, and a lot of fun, if you use it correctly. You cannot be detected by the AI when it is active. Currently an extremely powerful item as in order to shoot and actually hit you, security must click on the item you disguised as, not the tile you're on or past that. This makes disguising as a cigarette butt very useful for making them waste all their shots. Camera Bug Camera Bug Camera Bug Found in: Ordered via syndicate uplink, costs 1 telecrystal. Used for: Spying on people on cameras. Strategy: Bug the dorms, watch people ERP go braindead, announce it to everyone. (Alternatively, use it to know when people are in a certain area so you know when to detonate a bomb, sneak through and steal something, or murder someone.) Description Enables you to bug cameras to view them remotely. It can view all cameras on the station, and specifically bugged cameras can be EMPed temporarily. It can also track people. 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. Description This satchel is made to fit under floortiles, and contains already a crowbar and floortile to hide it with. It can also fit in a back pack, making it an exceptional item for storage since it can hold normal sized items. Additionally, sometimes satchels can persist between rounds along with one of the items inside. Stimpack Stimpack Stimpack Found in: Ordered via syndicate uplink, costs 5 telecrystals. Used for: Reducing stuns for a long time. Strategy: Use it on yourself before a fight with security. Description This syringe comes loaded with a lot of stimulants, which will heavily reduce stuns and give a small heal over time. Mulligan Mulligan 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 mutation toxin that will randomize your appearance and identity, permanently. EMP Flashlight Flashlight Flashlight Found in: Ordered via syndicate uplink, costs 2 telecrystals Used for: Disabling technology, such as cameras, radios, doors, cyborgs, etc. Strategy: Best used stealthily against technology. For the traitor who prefers a more delicate touch. Description Behaves in almost an exactly similar way to the EMP kit's grenades/implant but is rechargeable, disguised, and localized. It functions exactly like a regular flashlight except when you hit something with the flashlight, the item will act as if it was hit with an EMP. Hitting a person with it will disable their headset and any energy based weaponry they possess, while hitting a cyborg will damage and stun it. Using it on doors may either open or electrify them. The flashlight constantly recharges, but only has around 4 uses before it needs to recharge. Adaptive Cardboard Cutouts Adaptive Cardboard Cutouts 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 cheap plastic imitation of the nuclear authentication disk cheap plastic imitation of the nuclear authentication disk Found in: Ordered via syndicate uplink, costs 1 telecrystal Used for: Fooling someone into thinking that the nuclear authentication disk is safe. Strategy: Leave it in the Captains Quarters and hope no one examines it closely. Description It's just a normal disk. Visually it's identical to the real deal, but it won't hold up under closer scrutiny. 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. Syndicate Hardsuit Syndicate Hardsuit Syndicate 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.

Devices and Tools

Cryptographic Sequencer Cryptographic Sequencer Cryptographic Sequencer Found in: Ordered via syndicate uplink, costs 6 telecrystals. Used for: Gaining entrance to restricted areas or lockers, unlocking hidden features in machinery, bending borgs to your will. Strategy: Use this to open anything and everything. Causes sparks in the process and you will leave a trail of broken open doors, lockers, and other equipment. Description Also called an Emag (electromagnetic card), it allows you to quite literally open anything (and break it in the process) and can hack many many things on the station. Also has several special function as it can hack cyborgs to serve you, cause multiple electronic items to malfunction and become deadly, and can really ruin an engineer's day. See here for further info about what things can be hacked/opened by swiping them with an Emag. 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 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. 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. Thermal Imaging Glasses Thermal Imaging Glasses Thermal Imaging Glasses Found in: Ordered via syndicate uplink, costs 6 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. 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. Hacked AI Upload Module Hacked AI Law Upload Module Hacked AI Law Upload Module Found in: Ordered via syndicate uplink, costs 14 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 the 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 it can find to kill you. Plastic Explosive charge (C4) 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 pack of explosives can detonate and destroy almost anything it is placed on, after any chosen amount of seconds (the shortest being 10). C4 takes 3 seconds to set up, and requires you to be un-interrupted. You can also open the wiring with a screwdriver, allowing you to set a signaler to detonate instantly, among other things. Cannot be placed on mobs, so you can't just slap a brick on them and run. Bag of C-4 Explosives Bag of C-4 Explosives Bag of C-4 Explosives Found in: Ordered via syndicate uplink, costs 9 telecrystals. (10% discount) Used for: Blowing lots of stuff up. Strategy: Stick it on things that need to blow up. Description Contains 10 C4 charges in a handy dufflebag, to use however you want.

Bag of X-4 Explosives Bag of X-4 Explosives Bag of X-4 Explosives Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: Blowing stuff up. Strategy: Stick it on things that need to blow up. Description Contains 3 X4 charges in a handy dufflebag, to use however you want. X4 is a more powerful version of C4, and will also deal damage in a cone behind the target. Power Sink Power Sink Power Sink Found in: Ordered via syndicate uplink, costs 6 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's drained enough power, it explodes violently! Power Beacon “Ominous Beacon” “Ominous Beacon” Found in: Ordered via syndicate uplink, costs 14 telecrystals. Used for: Attracting a loose singularity/tesla towards the beacon at a brisk pace. 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 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. 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 has an adjustable timer with a minimum setting of 90 seconds. Ordering the bomb sends you a small beacon, which will teleport the explosive to your location when you activate it. You can wrench the bomb down to prevent removal. The crew may defuse the bomb by opening up the wiring and messing with it, however this has a chance of backfiring and causing the bomb to explode instantly. This can be used to your advantage by figuring out the detonation wire and adding a signaler so you can control when the bomb will go off. When the bomb explodes, it creates a huge explosion, which punches holes in the station and destroys the surrounding area. Flames burst everywhere, but they extinguish almost immediately, most likely due to exposure to space. Despite their cost, an expertly made tank bomb can still outdo the explosion caused by these. Briefcase Launchpad Briefcase Launchpad Briefcase Launchpad Found in: Ordered via syndicate uplink, costs 6 telecrystals. Used for: Tactical telportation. 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 3 tiles away and back in any direction. It's controlled via remote, 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 incapitate 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 disrupt 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 2 telecrystals. Used for: Learning Codespeak, the language of the Syndicate. Strategy: Read it to learn Codespeak or hit someone else with it for them to learn. Use the language to coordinate with your fellow Syndicate agents. 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 this Codespeak. One use. Turns into a random book after being used. 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. Implants

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. 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. Really good if you think you can do your objective without any syndicate items. In the case your target is a person, kill them and make sure they can't be cloned. In the case your target is an object, steal it and store it somewhere safe that you can retrieve from later. If you get captured, you can spawn yourself whatever items you need to break out. Adrenal Implant Adrenal Implant Adrenal Implant Found in: Ordered via syndicate uplink, costs 8 telecrystals. Used for: Removing stuns, healing. Strategy: Surprise arresting officers by popping right back up after being tased. Proceed to murder shocked arresting officers. Description An implant injected into the body, and later activated with an emote to inject a chemical cocktail with a mild healing effect and a removal of all stuns. Using it after being stunned will immediately bring you back to your feet. Has 3 uses. Only available when there are more than 25 players. Role Restricted

Reverse Revolver Reverse Revolver Reverse Revolver Found in: Ordered via syndicate uplink, costs 14 telecrystals. Only available to the Clown. Used for: PRANKING (GONE WRONG) 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 those darn metagamers that see a clown with a gun and know what's up. Advanced pranking would involve other traitors' revolvers. 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. 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: getting dicked over by ghosts and wasting TCs Strategy: be part of a ghosting circlejerk Description An arcane 8-ball, it will send any question spoken aloud to all ghosts on station once shaken. Ghosts are fickle things, you should not expect them to help you: depending on your murderous tendencies they might even work against you! You can only buy 1, so choose your questions wisely! 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: 1:Be shitter 2:Befriend admins 3:???? 4:player reference aquired! Description An old smelly grey jumpsuit, this item provides no benefit or disadvantage other than bragging rights to a certain someone. 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 Chief Medical Officer. Used for: Instantly injecting someone with DNA from a distance. Strategy: Shoot someone with a monkey SE or a SE with all the disabilities. 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: Tactical Creampieing Strategy: Creampie people in the face and finish them off. HONK! Description A special pie cannon for a special clown, this gadget can hold up to 20 pies and automatically fabricates one every two seconds! 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 enviroments 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 3×1 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 3×1 invisible walls, and shoot bullets out of their fingers. (Pointless) Badassery

Syndicate Bundle “Box” “Box” 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 (except for bond). You get more than you would normally be able to at the cost of not knowing what you're going to get. [Show/hide] Possible Sets Spy Chameleon Jumpsuit Chameleon Mask (with voice changer) Agent ID Card Camera Bug AI Detector Syndicate Encryption Key Mulligan Syringe Switchblade Syndicate Cigarettes EMP Flashlight Chameleon Projector Stealth Energy Crossbow Sleepy Pen Radioactive Microlaser Chameleon Projector Syndicate Soap Optical Thermal Scanners Bond Stechkin Pistol Suppressor 10mm Magazine 10mm Magazine Chameleon Jumpsuit Agent ID Card Stimpack Screwed Syndicate Bomb beacon Syndicate Minibomb Power Sink Syndicate Space Suit Syndicate Encryption Key Guns Revolver Ammo .357 Ammo .357 Cryptographic Sequencer C4 Plastic Explosive Nitrile Gloves Clown Mask Black Jacket Murder Energy Sword Optical Thermal Scanner Cryptographic Sequencer No-Slip Shoes Syndicate Encryption Key Syndicate Minibomb Implant Freedom Implant Uplink Implant EMP Implant Adrenal Implant Explosive Implant Storage Implant Hacker Cryptographic Sequencer Hacked AI Module Binary Encryption Key Toy AI AI Detector Sabotage C4 Plastic Explosive C4 Plastic Explosive Airlock Charge Airlock Charge Camera Bug Power Sink Beacon Detomatix Cartridge Fully Loaded Toolbox Pizza Bomb Dark Lord 2x Energy Sword Telekinesis SE Injector Agent ID Card Dark Lord robes No-Slip Shoes Summon Item Spellbook Sniper Sniper Rifle Box of Penetrator Rounds Optical Thermal Scanners Nitrile Gloves Clown Mask Black Jacket Metaops Syndicate Hardsuit Bulldog Shotgun Explosive Implant 2x Buckshot Magazines 2x C4 Plastic Explosives Cryptographic Sequencer Ninja Katana Adrenal Implant 6x Throwing Stars Military Belt Agent ID Card Chameleon Projector 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. 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, infused with omnizine. Captain starts with these in his smoke vendor on meta station For showing that you are The Boss “Syndicate Balloon” “Syndicate Balloon” Found in: Ordered via syndicate uplink, costs 20 telecrystals. Used for: Looking fucking awesome. Strategy: Buy this if you feel you can do your objectives without the use of syndicate items. Description It's a red balloon with a white S on it. It does balloon type stuff such as floating and being filled with air. Shitcurity may arrest you for having one as they hate balloons and fun. Buy four in Nuke for the GRAND PRIZE. 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 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's fun to buy if you have an easy objective or want to switch up your strategy. Only available when there are more than 25 players. Nuclear Strike Team

Items only available to syndicate operatives during Nuke. Bundles

Nuclear operatives can purchase bundles, which cost a bit less than the sum of their parts. C-20r bundle C-20r bundle C-20r bundle Found in: Ordered via syndicate uplink, costs 14 telecrystals, saving 2. Used for: Getting a classic and reliable gun. Strategy: Shoot people with it. Description Old faithful: The classic C-20r, bundled with two magazines, and a suppressor. Bulldog bundle Bulldog bundle Bulldog bundle Found in: Ordered via syndicate uplink, costs 13 telecrystals, saving 3. Used for: Getting a 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. 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 combat hypospray loaded with nanites, a brute and burn patch and a chloral hydrate syringe. 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. 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. 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 pistol, two magazines, a bottle of flammable vodka, a pipebomb, and a stimulant syringe. 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. A Bulldog with stun shells and a Sketchin can make for a cheap alternative C20r SMG when strapped for telecrystals. Initially loaded with a stun shells drum, it must be loaded with other kinds of ammo to do damage. Starts with a syndicate firing pin, which prevents enemies from using it. [Show/hide] Bulldog Ammo C-20r Submachine Gun C-20r Submachine Gun C-20r Submachine Gun Found in: Ordered via syndicate uplink, costs 10 telecrystals. Used for: Killing people. Strategy: The signature weapon of Nuke Ops, it deals reliable damage and fires in two-round bursts. Description Deals 30 brute damage per round, with 20-round magazines. A reliable and robust weapon. Can also be fitted with a silencer. Starts with a syndicate firing pin, which prevents enemies from using it. [Show/hide] C-20r Ammo L6 Squad Automatic Weapon L6 SAW L6 SAW Found in: Ordered via syndicate uplink, costs 18 telecrystals. Used for: Mowing down people. Strategy: An expensive investment, designed for consistent and powerful fire support for assault teams. Description Holds the most ammo of any gun available: 50 5.56x25mm rounds dealing 45 brute damage each. Three good shots on someone and they're down. Shoots in three-round bursts and needs two free hands to use - if the other hand is holding something, the SAW will fall off your hands when shooting. Starts with a syndicate firing pin, which prevents enemies from using it. [Show/hide] SAW Ammo 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 Surplus Rifle Surplus Rifle Surplus Rifle Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Arming someone cheaply. Strategy: A cheap rifle. Better than nothing, if you've got a pair of spare TC. Description A Mosin Nagant bolt-action rifle, loaded with 5 7.62 bullets. Deals 60 damage on hit, but must be loaded every shot. [Show/hide] Surplus Rifle Ammo 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, or you'll end up burnind 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: Not being taken seriously. 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: Not being taken seriously. 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. 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 good amount of damage over time but can be outrun easily. The grenade is fantastic in 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 off when attacking. Chemical 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. 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. 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. 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 injectors, a culture bottle and a normal syringe. 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. Shielded Hardsuit Shielded Hardsuit Shielded Hardsuit Found in: Ordered via syndicate uplink, costs 30 telecrystals. Used for: Having better armor and fireproofing. Strategy: Wear it. Description Works 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, however, it's less armoured than a normal hardsuit. Devices and Tools

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 for rapid healing, a night vision medical hud for quick identification of injured comrades, a brute and burn healing patch, and a combat defibrillator that fits in belts and works through exosuits (usually useless due to explosive implants). 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. 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. 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 a 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. Intelligence Potion Intelligence Potion Intelligence Potion Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: Giving intelligence to an animal. Strategy: Use it on an animal to render it intelligent and loyal to you. Description This potion will grant intelligence (i.e. a player controller and speech) to any simple mob it is used on, usually Cayenne, also enslaving them to your commands. Implants

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. Cybernetic Implants

All these items ship with an autoimplanter; to use it, insert the implant in the implanter and use it inhand. 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. 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. 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. 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. 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: Heavy Fire Support. Strategy: Mow down hallways of people and teleport onto the bridge to give the Captain a big surprise! Description One of the two assault mechs available to the operatives. At a heavy investment this mech provides a very powerful and versatile assault platform to support the assault into the station. Boasting a decent movement speed, an Ultra AC2 machinegun that shoots in bursts, a grenade launcher that fires flashbangs, a personal teleportation device, and an Energy Relay, this mech proves to be as powerful as anything the operatives can bring to bear. However, it is extremely vulnerable to ion guns, which will seriously damage the mech in a few hits. Consider not bringing your ship's ion gun along for the assault. Aside from the ion gun, the only easy way to bring it down is other EMPs, mass laser fire or a ton of explosives. It also has a leg actuator function, which speeds up the mech and allows it to knock down walls and structures, at the cost of the mech's integrity. Cannot maneuver in space: either use it on a drop pod or be very sure of where it's gonna land after you leave the ship. 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. Syndicate Cyborg Syndicate Cyborg Syndicate Cyborg Found in: Ordered via syndicate uplink, costs 80 telecrystals. Used for: Robotic Support. Strategy: Increase team size by adding a borg to the team, an unstunnable killing machine. Description A repurposed Nanotrasen Cyborg, outfitted with the latest in Syndicate technology. This powerful killing machine has many great utilities that make it almost a necessary asset for many Nuke Op teams. Can either be an Assault or a Medical module. The assault module contains: A flash; An energy sword; A cyborg LMG that prints ammo from energy; A grenade launcher; An emag; A crowbar; A pinpointer; The medical module contains: A flash; A syndicate hypospray containing nanites; Medical Gauze; A defibrillator; A Medbeam Gun; A health analyzer; Surgery tools (The surgical saw can be toggled to be an energy sword); An emag; A crowbar; A pinpointer. The Syndicate cyborg is occupied by a ghost with the operative preference enabled. If there are no candidates, you can refund the telecrystals by hitting the uplink with the teleporter you get from ordering the cyborg. Reinforcements Reinforcements 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.

https://tgstation13.org/wiki/Syndicate_Items