Most of these items are highly illegal, highly dangerous, and/or highly disapproved of by ARC Corporate Management. Possession of most of these items is considered a crime by security officers, if they can identify the contraband properly. As a general rule, weapons in the possession of those without a legitimate need are always suspicious, as are anti-corporate slogans and tools of unlawful intent. Many are Syndicate items, provided to help operatives carry out their deadly objectives.
Found in: Ordered via syndicate uplink, costs 1 telecrystal.
Used for: Forging stamp marks.
Strategy: Get the HoP to approve of your all-access with a stamp from every head, the clown, and cargo!
Description: A stamp that can be activated to imitate an official Nanotrasen Stamp™. The disguised stamp will work exactly like the real stamp and will allow you to forge false documents to gain access or equipment; it can also be used in a washing machine to forge clothing. Unlikely to be useful outside of very slow rounds with a very uptight cargo or HoP.
Found in: Ordered via syndicate uplink, costs 3 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.
Found in: Ordered via syndicate uplink, costs 4 telecrystals.
Used for: Non slip shoes.
Strategy: Use these shoes with a spray bottle of water, achieve victory.
Description: A pair of brown shoes. These shoes are nonslip but without the speed penalties the janitor's galoshes have. Extremely useful when paired with a spray bottle filled with water and an energy sword.
Found in: Ordered via syndicate uplink, costs 4 telecrystals
Used for: Making your jumpsuit look a different color
Strategy: Very useful for Nuke Agents who want to try a stealthy approach by disguising as a bunch of assistants.
Description: This jumpsuit's color can be changed into any other by using it. Unfortunately due to almost every job on the station also having matching shoes, backpacks, and exosuit slots it's actually pretty much completely useless outside of the assistant job. If hit by an EMP it will temporarily turn into a psychedelic jumpsuit which makes you very obvious to everyone around you.
Found in: Ordered via syndicate uplink, costs 5 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: It's a gas mask that changes your voice to whatever ID you are currently wearing, and also works like any gas mask too. You must use it to turn this ability on, or it won't do anything. Extremely useful when you have multiple IDs and want to reply to the crew and sow lies and confusion. Having a high-access headset, such as the HoS's or captain's, will let you make these orders and lies even more convincing. Can effectively allow you to impersonate almost anyone. It is however noticeable if you are wearing this and trying to impersonate a job which does not normally wear a gas mask, such as medical or most service jobs.
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 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 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.
Alas, scanning a completed robot suit will only disguise you as a metal frame, so you can't impersonate a cyborg.
Found in: Ordered via syndicate uplink, costs 2 telecrystals.
Used for: Spying on people on cameras.
Strategy: Bug the dorms, watch people 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 blown up. It can also track people.
Found in: Ordered via syndicate uplink, costs 3 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 and sleeptoxin into people, preventing them from talking and causing them to fall over. They can still see and hear everything around them. The victim will survive if the attacker doesn't finish the job properly, and a dead body may not be easy to get rid of sometimes. Not available in nuke ops.
Found in: Ordered via syndicate uplink, costs 1 telecrystal.
Used for: Cleaning things, and slipping people on it.
Strategy: Can be used for a quick clean up if you lack space-cleaner so you're not covered in blood, or it can be used like a banana peel.
Description: It's a bar of evil-looking soap. It can clean up blood off the ground or on your clothes by using it on them. Also slips people up for a moment. Useful with an energy sword. In addition, it cleans things faster than normal soap, making it handy for a quick cleanup.
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 enter areas you don't have access to. Just make sure nobody sees you as sparks will fly when it operates.
Description: Also called an E-Mag (electromagnetic card), 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, lockers don't lock, weapons can be used by anyone, and so on. 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's computer to order spec ops crates, and is just overall brilliant for QMs, allowing them to unlock crates. E-Magging welded or bolted doors will also break them, leaving them closed shut for good. E-magging a cyborg will change its lawset to follow you, and only those who you designate. You can order it to then go on a killing spree, retrieve an item, or any other number of things! It's like having your own personal slave!
Experiment! Who knows what else it could work on.
If it can be opened, opens it and breaks so it stays open. If it can't be opened, just breaks so it stays closed. Will not bypass bolted doors.
Unlocks the panel if it's closed. Rewrites cyborg's laws to obey you if opened, and unlocks a special module. Has 50% chance to fail, but you can try again.
Unlocks the panel if it's closed. If its panel is opened with a screwdriver, it will slip floors and occasionally create gibs.
Unlocks the panel if it's closed. If its panel is opened with a screwdriver, it will attack everyone in sight.
Unlocks the panel if it's closed. If its panel is opened with a screwdriver, it will break floors instead of repairing them.
Unlocks the panel if it's closed. If its panel is opened with a screwdriver, it will inject everyone with toxin.
Unlocks controls.
Unlocks 2 new items: The 'Spec Ops' crate with a box of EMP grenades, 3 smoke bombs, a parapen and an incediary grenade, costing 20 points, and the ERR_NULL_ENTRY crate, which contains a Syndicate Bundle box for 140 points.
Ejects the cloned person regardless of condition.
Turns a regular arcade machine into Outbomb Cuban Pete, which is harder than the standard game. (Does not work on The Orion Trail). If a player wins, he gets a bomb and a hat. If the player fails, he is gibbed. Un-emags after a victory or if the machine is screwdrivered.
Reroutes it, allowing you to send a message to the Syndicate. This sends a message to game admins. Can be restored.
Disables safety protocols, allowing you to run the Wildlife Simulation (Spawns several hostile Holocarp) or the Burn Simulation (Fills the entire deck with plasma before igniting - Spills out of the holodeck quickly)
Prints out the password and temporarily disables the console.
Shortens launch to 10 seconds.
First use: Removes access restrictions
Second use: Breaks the ID scanner, leaving the barrier permanently left in the state it's currently in
Makes it shoot everyone and boosts fire rate.
Allows it to grind people.
Makes parts of shield slowly dissipate.
Removes access restrictions.
Removes access restrictions.
Removes access restrictions.
Removes access restrictions.
Fills replaced lights with plasma. Note: they will explode immediately if turned on.
Breaks open.
Breaks open.
Breaks open.
Breaks open.
Prints an Arcane Tome. You cannot read it without occult knowledge, but it's still entertaining to fool Security with.
Allows anyone to pass.
Permanently unlocks interface. Locks the AI out.
Unlocks interface if locked.
Removes access restrictions.
Removes access restrictions.
Syndicate people get access to these cool items during Traitor and Nuke!
Found in: Syndicate operatives spawn with one.
Used for: Ordering syndicate items by a traitor or syndicate operative.
Strategy: Keep it locked. If 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). If it's a PDA, you will need to enter the code given into the ringtone selection in the messenger menu to access the hidden options. A headset will need to be changed to the correct frequency. From there, you can click on it and pick whatever item you want/need. However, you only have a limited number of telecrystals to use, so choose wisely. (Traitors get 20 telecrystals; in Nuke, the crystals are scaled to the population of the station. Every 10 people adds 10 crystals.) 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.
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.
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. Remember to reload it by using it in your hand.
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.
Found in: Combining two Energy Swords.
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 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.
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 have very good reason to look, they're very unlikely to search your PDA pen.
Found in: Ordered via syndicate uplink, costs 5 telecrystals
Used for: The disabling of technology, such as cameras, radios, etc.
Strategy: Best used aggresively 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.pngEmp grenade.pngInjector.pngFlashlight.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 twice using the *grin emote. Also included is the EMP flashlight, which you can functions exactly like a regular flashlight. When you hit something with the flashlight, the item will act as if it was hit with an EMP. The flashlight constantly recharges, but only has around 4 uses before it needs to recharge. Other uses include draining the batteries of APCs, completely draining the batteries of sec equipment like stun batons and tasers, shocking 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 stunbatton's total charge, though) aside from flashes and flashbangs. They also stun cyborgs for a good deal of time.
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
Ammo 357 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.
Stealthy and Inconspicuous Weapons
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! 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 kind of weak explosion (Still powerful enough to knock out people and gib corpses, 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. In addition, there is a chance the cartridge will not work – for instance on other syndicate PDAs – 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 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.
Stealth and Camouflage Items
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 CableCoils.png It's a suspicious looking toolbox, filled with ordinary tools. Except instead of an analyzer, it comes with a multitool and cable coil. It's also slightly more robust than a regular toolbox. Syndicate Space Suit “Black and Red Space Suit” “Black and Red Space Suit” Found in: Ordered via syndicate uplink, costs 5 telecrystals. Also found on the derelict. Used for: Space travel Strategy: Use them only if you can't get a regular suit. Functions like any space suit but with fewer movement penalties, and can be stored in your backpack. 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 robust selection of items in suit storage.
Thermal Imaging Glasses “Optical Meson Scanners” “Optical Meson Scanners” 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. Disguised as the green Optical Meson Scanners engineers often use. 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 Encryption Key Binary Encryption Key Found in: Ordered via syndicate uplink, costs 5 telecrystals. Used for: Communicating with the AI. 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 “Standard Encryption Key” “Standard Encryption Key” Found in: Ordered via syndicate uplink, costs 5 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 .h 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. 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 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 5 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.
Power Sink
Found in: Ordered via syndicate uplink, costs 10 telecrystals
Used for: Sucks up all the station power, causing a black-out.
Strategy: This will suck up all the station's power very quickly. Use it on the main station's power grid to suck it. Don't place it on solars, as it will only suck out the solar's power.
Description: This bad boy is a station engineers and AI's worst enemy. When bought, this thing is useless, but when the power sink comes in contact with exposed wires out in space or on the station it starts to drain the power at a RAPID rate. You must screw it into place on a wire with a screwdriver, then turn it on. But as easy as it was set down, any one can pick it right back up! Make sure to put it somewhere secure, but also make sure that it is attached to the main station power. Once it's drained enough power, it explodes violently!
Singularity Beacon
Found in: Ordered via syndicate uplink, costs 14 telecrystals.
Used for: Attracting a loose singularity 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 towards it, if it is loose. Note that for it to be useful at all the singularity 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.
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 60 seconds. That's close to around 2 real life minutes. 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.
Implants
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 a limited number of times (Usually 1-2, maybe 3). This can be quite useful for a traitor, but it's nigh useless for the syndicate during nuke because most people just kill them on sight.
Uplink Implant
Found in: Ordered via syndicate uplink, costs 20 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 but still retain options in an emergency. 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
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.
Syndicate Bundle
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: Randomly picks a set of Syndicate items and spawns them in a common box. The total cost of items you get is always more than 20 telecrystals.
You get more than you would normally be able to at the cost of not knowing what you're going to get.
Spawning a Syndicate Bundle will give you one of the following sets:
Spy Chameleon Jumpsuit Voice Changer Agent Card Agent Card
Stealth Energy Crossbow Sleepy Pen Chameleon Projector
Operative 2x Tank Transfer Valve Bombs Power Sink Syndicate Space Suit and Helmet
Guns Revolver Ammo .357 Cryptographic Sequencer C4 Plastic Explosive
Murder Energy Sword Optical Thermal Scanner Cryptographic Sequencer No-Slip Shoes
Hacker Cryptographic Sequencer Hacked AI Module Binary Encryption Key
Singularity Cryptographic Sequencer Singularity Beacon Syndicate Space Suit and Helmet
Dark Lord 2x Energy Sword Telekenesis SE Injector Agent Card Dark Lord robes
Implant Freedom Implant Uplink Implant Adrenaline Implant EMP Implant (Functions like an EMP grenade centered on yourself) Explosive Implant (Gibs the implanted on death, similar to a nuclear operative's implant)
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
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.
Teleporter Circuit Board
Found in: Ordered via syndicate uplink, costs 40 telecrystals, only available to Nuclear Agents.
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.
Viscerator Grenade
Found in: Ordered via syndicate uplink, costs 8 telecrystals, only available to Nuclear Agents.
Used for: Crowd Control.
Strategy: Essentially a tear gas grenade that can kill people, effective for clearing rooms.
Description: This grenade, when thrown, will disperse 5 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 is very 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.
Syndicate Medical Supply Kit
Found in: Ordered via syndicate uplink, costs 9 telecrystals, only available to Nuclear Agents.
Used for: Healing your fellow operative.
Strategy: Use if you are the rare combination of anarchist and paramedic.
Description: The syndicate medkit is a suspicious black and red. Included is a combat stimulant injector for rapid healing, a medical hud for quick identification of injured comrades, and other medical supplies helpful for a medical field operative.
Contains:
Combat Stimulant Injector; a modified air-needle autoinjector, used by operatives trained in medical practices to quickly heal injuries in the field. Contains a 60 unit mix of Doctor's Delight and Synaptizine, injects 10 units at a time.
Health Scanner HUD Lethal Injection Syringe Dermaline Pill Bicaridine Pill Surgical Drill Stethoscope
Energy Shield Found in: Ordered via syndicate uplink, costs 16 telecrystals, only available to Nuclear Agents.
Used for: Protecting yourself from energy weapons
Strategy: This is a very powerful asset, it will deflect all energy based 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.
Stetchkin Pistol
Found in: Issued to Syndicate Operatives for free, also available for Traitors.
Used for: Killing people.
Strategy: A free sidearm for Syndicate operatives and a cheap firearm for Traitors. Holds 8 rounds and deals 25 brute damage per round. Can be silenced with a attachment.
Description: The Stetchkin is a surprisingly reliable sidearm for Syndicate operatives. Each Operative is issued with this pistol for free, a additional magazine in their equipment locker and more magazines onboard their ship. This weapon is a four shot crit weapon, which by itself can be used to dispatch low threat targets or as a fallback weapon during combat. It can even be used as a primary weapon for extended periods to conserve ammo for other weapons, or paired with the Bulldog as a cheap C20r alternative.
Ammo-10mm Ammo-10mm Ammo-10mm Found in: Ordered via syndicate uplink, costs 1 telecrystal, also available for Traitors.
Used for: Loading the Stechkin.
Strategy: Lock and load. Description A 8-round 10mm magazine for use in the Stechkin Pistol.
Bulldog Shotgun
Found in: Issued to Syndicate Operatives for free, only available to Nuclear Agents.
Used for: Killing/Stunning people.
Strategy: A robust and free primary 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. Given to each Operative for free at mission start, this can make a excellent fallback weapon or a robust primary weapon by itself. While its suffers from the drawbacks of shotguns (unpredictable 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.
Ammo-12g Stun Slug
Stun Slug Drum Magazine
Stun Slug Drum Magazine Found in: Ordered via syndicate uplink, costs 2 telecrystal, only available to Nuclear Agents. Free Magazine in starting Bulldog. Used for: Loading the Bulldog. Strategy: Lock and load. Description A 8 round drum magazine for use in the Bulldog Shotgun. Functions akin to a stun round from a energy gun or C20r, has unlimited range, deals 5 brute damage and stuns for the standard 10 second limit. A reliable way to stun a target, but not effective in killing them. When used in conjunction with a more lethal weapons, such as the Energy Sword or Sketchin pistol, it can make for a ok alternative to a C20r. Ammo-12g Buckshot
Buckshot Drum Magazine
Buckshot Drum Magazine Found in: Ordered via syndicate uplink, costs 2 telecrystal, only available to Nuclear Agents.
Used for: Loading the Bulldog.
Strategy: Lock and load.
Description
A 8 round drum magazine for use in the Bulldog Shotgun. Essentially functions as any normal shotgun, deals great damage in close range combat, dealing 75 brute damage if all pellets hit, but at mid to long range deals very variable if not very little damage. Akin to most shotguns a buckshot magazine is unreliable in ranged combat, however this ammo type excels in close range encounters such as maintenance or when holding a corner.
Ammo-12g Dragon's Breath Dragon Breath Drum Magazine
Dragon Breath Drum Magazine Found in: Ordered via syndicate uplink, costs 3 telecrystal, only available to Nuclear Agents.
Used for: Loading the Bulldog.
Strategy: Lock and load.
Description
A 8 round drum magazine for use in the Bulldog Shotgun. While slightly more expensive than the Buckshot Magazine, the Dragon's Breath shells trade immediate damage, dealing only 20 brute damage if all pellets hit a target, for long term damage in setting anyone caught in its blast on fire. A shot from a Dragon's Breath magazine leaves a long trail of fire that quickly dissipates, but can be effective in setting many crew members on fire. Don't shoot your own teammates in the back.
C20r SMG
Found in: Ordered via syndicate uplink, costs 14 telecrystals, only available to Nuclear Agents.
Used for: Killing/Stunning people.
Strategy: The signature weapon of Nuke Ops, it deals reliable damage and almost always knocks down the target.
Description: Nuke Ops do not spawn with an SMG, they must buy it. It knocks the target down, similar to the detective's revolver, though chances are if you go down, you're not getting back up. Deals 20 brute damage per round with additional magazines costing 2 telecrystals. A reliable and robust weapon worthy of the reputation given to it and a worthy addition to your arsenal.
Ammo-12mm Ammo-12mm Ammo-12mm Found in: Ordered via syndicate uplink, costs 2 telecrystal, only available to Nuclear Agents. Used for: Loading the SMG. Strategy: Lock and load. Description A 20-round 12mm magazine for use in the C-20r submachine gun.
C90gl Assault Rifle C90gl Assault Rifle C90gl Assault Rifle Found in: Ordered via syndicate uplink, costs 18 telecrystals, only available to Nuclear Agents. Used for: Killing/Blowing up people. Strategy: A alternative to the C20r, trades instant stunning for greater lethality and a attached grenade launcher.
Description: Holding 30 rounds and dealing 35 damage per bullet, the C90 is aimed for operatives who want higher lethality with their firearm. While the C90 costs 4 more tc's than the C20, you gain a higher magazine size, a three shot crit weapon and a underslung grenade launcher. If you trust your aim this makes for a very worthy alternative to the C20r.
Ammo-5.45x39mm Ammo-5.45x39mm Ammo-5.45x39mm Found in: Ordered via syndicate uplink, costs 2 telecrystal, only available to Nuclear Agents. Used for: Loading the Assault Rifle. Strategy: Lock and load. Description A 30-round 5.45x39mm magazine for use in the C-90gl assault rifle. Ammo-40mm Grenade Box Ammo-40 mm Grenade Ammo-40 mm Grenade Found in: Ordered via syndicate uplink, costs 4 telecrystal, only available to Nuclear Agents. Used for: Loading the Assault Rifle. Strategy: Lock and load. Description A box containing four 40mm Grenades for use in the C-90gl assault rifle.
L6 SAW
Found in: Ordered via syndicate uplink, costs 40 telecrystals, only available to Nuclear Agents.
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 rounds dealing 60 brute damage each. Two good shots on someone and they're down. Its heavy investment cost means at most only a single weapon will be used by the Ops if any at all. Most nuke op teams prefer to invest in a Mech or Cyborg over the L6 due to the heavy risk of the L6 user being knocked down and having the weapon turned on the team, and just the heavy cost in general. The operative using the L6 SAW should remain close to their team and not move alone and risk losing the gun.
Ammo-7.62×51mm Ammo-7.62×51mm Ammo-7.62×51mm Found in: Ordered via syndicate uplink, costs 12 telecrystals, only available to Nuclear Agents. Used for: Loading the L6 SAW. Strategy: Lock and load. Description A 50-round magazine of 7.62×51mm ammunition for use in the L6 SAW machinegun. By the time you need to use this, you'll already be on a pile of corpses. Flamethrower Flamethrower Flamethrower Found in: Ordered via syndicate uplink, costs 11 telecrystals, only available to Nuclear Agents. Used for: Burning people. Strategy: ???
Description A flamethrower, fueled by a portion of highly flammable biotoxins stolen previously from Nanotrasen stations. Make a statement by roasting the filth in their own greed. Use with caution.
Biohazardous Chemical Sprayer
Found in: Ordered via syndicate uplink, costs 20 telecrystals, only available to Nuclear Agents.
Used for: Subduing crew members via massive amounts of chemicals.
Strategy: Don't bother using it if your target(s) has/have internals. It causes many maladies, (Blindness, Dizziness, Knockout, Mutation), to those who ingest the reagents, however.
Description A chemical sprayer that allows a wide dispersal of selected chemicals. Especially tailored by the Tiger Cooperative, the deadly blend it comes stocked with will disorient, damage, and disable your foes… Use with extreme caution, to prevent exposure to yourself and your fellow operatives.
Contains: 150 units of Spore Toxin, a liquid which blocks vision when ingested. 150 units of Cryptobiolin 150 units of Unstable Mutagen 150 units of Chloral Hydrate
Syndicate Detonator Syndicate Detonator“Big red button” Syndicate Detonator “Big red button”
Found in: Ordered via syndicate uplink. It costs 3 telecrystal, and is only available to Nuclear Agents. They, however, start with one available anyway.
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.
Dark Gygax
Found in: Ordered via syndicate uplink, costs 90 telecrystals, only available to Nuclear Agents.
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 will knock down anyone it hits, a grenade launcher that fires flashbangs, and a personal teleportation device, this mech proves to be as powerful as anything the operatives can bring to bear. However, it is extremely vulnerable to an ion gun, 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 with mass laser fire or a ton of explosives. The main weakness of the mech is that it has lesser armor than other mechs and that its weapons all require ammunition which can run out and cannot be replenished. However, it can still activate its leg actuator overload function to chase you down and beat you to a pulp, or retreat after taking damage.
Dark Mauler
Found in: Ordered via syndicate uplink, costs 140 telecrystals! Only available to Nuclear Agents.
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 Solaris Heavy Laser Cannon, a SRM8 Missile Rack, a Power Relay for infinite power and additional armor layers, this monster can destroy the station 10-fold with the equipment it carries. Its armor makes it nearly impossible to destroy by all but the most concentrated, coordinated and well armed of counter attacks. Its main weakness is that it is very slow moving, making it easy to outrun. It can also be locked down by the AI by bolting doors, forcing it to expend its limited missiles to blast open a path. Just don't let it corner you or prepare to be bombed back to the stone age.
Syndicate Cyborg
Found in: Ordered via syndicate uplink, costs 50 telecrystals. Only available to Nuclear Agents.
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. It comes standard issue with a Laser Gun, Energy Crossbow, Emag, Energy Sword and a Jetpack. It also comes with a 25,000W power cell. All of its modules use 100 power for every use except the Energy Sword which uses 500 on use. The Syndiborg is a powerful ally as it is unstunnable by most methods allowing it to lead the attack with impunity. It is easy to repair on the field with a welder, and it can Emag other Cyborgs to turn them against the station! It also has the ability to listen to the Binary Channel and interact with doors like a normal borg, allowing it to unbolt or shock them! Similarly, it does not trigger any motion alarms, allowing it to quickly and easily destroy AIs before they have a chance to scream.
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.
Syndicate Items Contents [hide] 1 Job Specific Items 1.1 Pickpocket's Gloves 1.2 Greytide Implant 1.3 Chef Excellence's Special Sauce 1.4 Meat Cleaver 1.5 Proximity Mine 1.6 Banana Grenade 1.7 Evidence Forger 1.8 Conversion Kit Bundle 1.9 Ambrosia Cruciatus Seeds 1.10 Boozey Shotgun Shells 1.11 Chemical Sprayer 1.12 Power Gloves 1.13 Radgun 1.14 The E20 2 Highly Visible and Dangerous Weapons 2.1 Fully Loaded Revolver 2.1.1 Ammo-357 2.2 Energy Crossbow 2.3 Energy Sword 2.4 5 EMP grenades 3 Stealthy and Inconspicuous Weapons 3.1 Paralysis Pen 3.2 Syndicate Soap 3.3 Detomatix PDA Cartridge 4 Stealth and Camouflage Items 4.1 Chameleon Jumpsuit 4.2 No-Slip Syndicate Shoes 4.3 Agent ID Card 4.4 Voice Changer 4.5 Chameleon-Projector 5 Devices and Tools 5.1 Cryptographic Sequencer 5.2 Fully Loaded Toolbox 5.3 Bug Detector 5.4 Space Suit 5.5 Thermal Imaging Glasses 5.6 Camera Surveillance Kit 5.6.1 Camera Bugs 5.7 Binary Translator Key 5.8 Centcomm Encryption Key 5.9 Hacked AI Upload Module 5.10 Composition C-4 5.11 Power sink 5.12 Singularity Beacon 5.13 Pinpointer 6 Implants 6.1 Freedom Implant 6.2 Uplink Implant 6.3 Explosive Implant 6.4 Compressed Matter Implant 7 (Pointless) Badassery 7.1 Syndicate Bundle 7.2 'For Showing that you are the boss' 7.3 Trophy Belt 7.4 Raincoat 7.5 Random Item Job Specific Items Job Name Cost Assistant Pickpocket's Gloves 3 Assistant Greytide Implant 7 Chef Chef Excellence's Special Sauce 2 Chef Meat Cleaver 5 Janitor Proximity Mine 2 Clown 1 Banana Grenade 4 Detective Evidence Forger 3 Detective Conversion Kit Bundle 6 Botanist Ambrosia Cruciatus Seeds 2 Bartender Boozey Shotgun Shells 3 Chemist Chemical Sprayer 4 Engineer Power Gloves 7 Geneticist Radgun 6 Librarian The E20 3 Pickpocket's Gloves A pair of sleek gloves to aid in pickpocketing, while wearing these you can see inside the pockets of any unsuspecting mark, loot the ID, belt, or pockets without them knowing, and pickpocketing puts the item directly into your hand.
Greytide Implant A box containing an implanter filled with a greytide implant when injected into another person makes them loyal to the greytide and your cause, unless of course they're already implanted by someone else. Loyalty ends if the implant is no longer in their system.
Chef Excellence's Special Sauce A custom made sauce made from the toxin glands of 1000 space carps, if somebody ingests enough they'll be dead in 3 minutes or less guaranteed.
Meat Cleaver A mean looking meat cleaver that does damage comparable to an Energy Sword but with the added benefit of chopping your victim into hunks of meat after they've died and the chance to stun when thrown.
Proximity Mine An Anti-Personnel proximity mine cleverly disguised as a wet floor caution sign that is triggered by running past it, activate it to start the 15 second timer and activate againt to disarm.
Banana Grenade A grenade that explodes into HONK! brand banana peels that are genetically modified to be extra slippery and extrude caustic acid when stepped on
Evidence Forger An evidence scanner that allows you forge evidence by setting the output before scanning the item.
Conversion Kit Bundle A bundle that comes with a professional revolver conversion kit and 1 box of .357 ammo. The kit allows you to convert your revolver to fire lethal rounds or vice versa, modification is nearly perfect and will not result in catastrophic failure.
Ambrosia Cruciatus Seeds Part of the notorious Ambrosia family, this species is nearly indistinguishable from Ambrosia Vulgaris- but its' branches contain a revolting toxin. Eight units are enough to drive victims insane after a three-minute delay.
Boozey Shotgun Shells A box containing 6 shotgun shells that simulate the effects of extreme drunkeness on the target, more effective for each type of alcohol in the target's system.
Chemical Sprayer Sprays chemicals like a fire extinguisher sprays water. Can be loaded with any chemical.
Power Gloves Insulated gloves that can utilize the power of the station to deliver a short arc of electricity at a target. Must be standing on a powered cable to use.
Radgun An experimental energy gun that fires radioactive projectiles that burn, irradiate, and scramble DNA, giving the victim a different appearance and name, and potentially harmful or beneficial mutations. Recharges automatically.
The E20 A seemingly innocent dice, those who are not afraid to roll for attack will find it's effects quite explosive. Has a four second timer. Explosion size based on number rolled. Nat 20 ignores the bombcap, but Nat 1 gibs you instead!
Highly Visible and Dangerous Weapons Name Cost Fully Loaded Revolver 6 Ammo-357 2 Energy Crossbow 5 Energy Sword 4 5 EMP Grenades 3 Fully Loaded Revolver A traditional handgun which fires .357 rounds. Has 7 chambers. Can down an unarmoured target with two shots.
Revolver.png Revolver Found in: Ordered via syndicate uplink, costs 6 telecrystals. Used for: Murder. Strategy: Keep the thing hidden, as it's a very recognisable 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. Ammo-357 Seven additional rounds for the revolver. Reports indicate the presence of machinery aboard Nanotrasen space stations suitable for producing extra .357 cartridges.
Ammo 357.png Ammo 357 Found in: Ordered via syndicate uplink, costs 2 telecrystals, or hacked autolathes, cost 50,000 metal units. Used for: Ammo for the revolver. Strategy: Order in conjunction with the revolver. Or better yet, don't order it and just hack an autolathe. Description This is ammo for the revolver. It gives the revolver seven 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 50K metal(which is interestingly enough the same cost as an RCD). Energy Crossbow A miniature energy crossbow that is small enough both to fit into a pocket and to slip into a backpack unnoticed by observers. Fires bolts tipped with toxin, a poisonous substance that is the product of a living organism. Stuns enemies for a short period of time. Recharges automatically.
Energy crossbow.png Energy Crossbow Found in: Ordered via syndicate 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 depending on how BYOND feels today, and there might be a slight sound. This weapon automatically recharges over time, which means unlike a revolver it won't run out of ammo. Energy Sword The esword is an edged weapon with a blade of pure energy. The sword is small enough to be pocketed when inactive. Activating it produces a loud, distinctive noise.
Sword.gif Energy Sword Found in: Ordered via syndicate 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. If you take two energy swords and use them on one another, they form a single double-bladed energy sword. In addition to letting you pretend that you're Darth Maul, the double-bladed energy sword deals slightly more damage and grants the passive ability to reflect all energy-based gunfire and a lower chance at reflecting bullets. As a result, anyone trying to take you down will have no choice but to engage you in melee combat themselves, putting themselves at risk in the process. 5 EMP grenades A box that contains 5 EMP grenades. Useful to disrupt communication and silicon lifeforms.
Flashbang box.png EMP Grenades Found in: Ordered via syndicate uplink, costs 3 telecrystals. Used for: The disabling of technology, such as cameras, radios, etc. Strategy: Very rarely used as the Cryptographic Sequencer usually does it's job much better. Description This is a weapon 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. No-one really uses these. They come in packs of 5. Click on the Grenade to activate it and then throw it like normal grenades. Other uses include draining the batteries of APCs and completely draining the batteries of sec equipment like stun batons and tasers. If you EMP a group of sec officers before a fight, they'll be completely disarmed of stun weaponry aside from flashes and flashbangs. They also stun cyborgs for a good deal of time. Beware, this will cause cybernetics to explode! Stealthy and Inconspicuous Weapons Name Cost Paralysis Pen 3 Syndicate Soap 1 Detomatix PDA Cartridge 3 Paralysis Pen A syringe disguised as a functional pen, filled with a neuromuscular-blocking drug that renders a target immobile on injection and makes them seem dead to observers. Side effects of the drug include noticeable drooling. The pen holds one dose of paralyzing agent, and cannot be refilled.
Pen.png Paralysis Pen Found in: Ordered via syndicate 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 20 units of sleep toxin and fall asleep in around 40 seconds. They'll be under for about 5 minutes and then wake up. It starts with 60 units, so can be used three times. Can also be filled when empty with a different chemical for a quick 20 unit injection. This is a silent injection so the receiver will receive no notification. Syndicate Soap A sinister-looking surfactant used to clean blood stains to hide murders and prevent DNA analysis. You can also drop it underfoot to slip people.
SyndicateSoap.png Syndicate Soap Found in: Ordered via syndicate uplink, costs 1 telecrystal. Used for: Cleaning things, and slipping people on it. Strategy: Can be used for a quick clean up if you lack space cleaner so you're not covered in blood, or it can be used like a banana peel. Description It's a bar of evil looking soap. Detomatix PDA Cartridge When inserted into a personal digital assistant, this cartridge gives you five opportunities to detonate PDAs of crewmembers who have their message feature enabled. The concussive effect from the explosion will knock the recipient out for a short period, and deafen them for longer. It has a chance to detonate your PDA.
Pda cartrige.png Detomatix Cartridge Found in: Ordered via syndicate 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 syndicates, this cartridge has the blast door toggled function for the syndicate shuttle as well, allowing you to open the door without the military PDA. Stealth and Camouflage Items Name Cost Chameleon Jumpsuit 3 No-Slip Shoes 2 Agent ID cards 2 Voice Changer 4 Chameleon Projector 4 Chameleon Jumpsuit A jumpsuit used to imitate the uniforms of Nanotrasen crewmembers.
Chameleon jumpsuit.gif Chameleon Jumpsuit Found in: Ordered via syndicate uplink, costs 3 telecrystals. Used for: Making your jumpsuit look a different color. Strategy: Since most jobs have a 'job-rank suit', this item has little use. You can use it to look like security at a glance or to make people run right by you in a chase. Description You can change to any other jumpsuit by right-clicking the jumpsuit itself. If your job is to sabotage the station, then combining this with a voice changer means that you can assume any identity you please. An EMP blast will make this temporarily turn into a psychedelic suit, which is good for parties, but completely awful for stealth. No-Slip Syndicate Shoes These allow you to run on wet floors. They do not work on lubricated surfaces.
SyndicateShoes.png Syndicate Shoes Found in: Ordered via syndicate 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. Agent ID Card Agent cards prevent artificial intelligences from tracking the wearer, and can copy access from other identification cards. The access is cumulative, so scanning one card does not erase the access gained from another.
Id card.gif Agent ID Card Found in: Ordered via syndicate 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 syndicate operatives to hide their identity or by traitors or revolutionaries, which have been exposed to do the same. It only has 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, but the card will only have Maintenance Tunnel and External Airlock access, so try to use it in an Identification Computer. Remember to wear it on your ID slot or it will not work. Scan your Agent ID over a stolen ID card to gain that card's access. Voice Changer A conspicuous gas mask that mimics the voice named on your identification card. When no identification is worn, the mask will render your voice unrecognizable.
Gas mask.png Voice Changer Found in: Ordered via syndicate 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! It isn't very helpful to Geneticist's though. Chameleon-Projector Projects an image across a user, disguising them as an object scanned with it, as long as they don't move the projector from their hand. The disguised user cannot run and rojectiles pass over them.
Chameleon projector.gif Chameleon-Projector Found in: Ordered via syndicate 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 Name Cost Cryptographic Sequencer 3 Fully Loaded Toolbox 1 Bug Detector 2 Space Suit 3 Thermal Imaging Glasses 3 Camera Surveillance Kit 3 Camera Bugs 2 Binary Translator Key 3 Centcomm Encryption Key 2 Hacked AI Upload Module 7 Composition C-4 2 Power sink 5 Singularity Beacon 7 PDA Pinpointer 2 Cryptographic Sequencer The emag is a small card that unlocks hidden functions in electronic devices, subverts intended functions and characteristically breaks security mechanisms.
Emag.png Modified Identification Card Found in: Ordered via syndicate 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 DO 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! Things that can be Emagged: Airlocks Will leave them permanently open All Cyborgs They will become loyal to syndicate operatives and won't disclose their operations To emag a cyborg, you should follow these steps: Use and Emag or ID to unlock the cover. Crowbar open the cover. Use Emag again. Detailed info on cyborg hacking MoMMI can be emagged too, their eyes will turn red (dead giveaway) and they will be loyal to you and free of their laws. If you emag one you can tell it to wreck the station and it will be very efficient in doing so. You could also just tell it to be free. All Lockable Crates All Lockable Lockers All Vending Machines APC Beepsky Communications Console Allows you to request more objectives from the syndicate HQ ED209 Bot Emergency Shuttle Console Shortens the timer to 10 seconds Jukebox Allows selection of special songs, the same effect can be enabled through a hacking minigame Library's Check in/out Computer Causes it to spit out an Arcane tome Light Replacer The tool will replace lights with plasma lights that explode when turned on, do it when the light switch is off. Medical Bots Mule Bots Pipe Filters R&D Console R&D Server Robotics Computer Supply Shuttle Console Sec barriers Tape Recorder Fully Loaded Toolbox The syndicate toolbox is a suspicious black and red. Aside from tools, it comes with cable and a multitool. Insulated gloves are not included.
SyndicateToolbox.png Syndicate 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. 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. Bug Detector A functional multitool that can detect certain surveillance devices. Its screen changes color if the AI or a pAI can see you, or if a tape recorder or voice analyzer is nearby. Examine it to see everything it detects.
Bugdetector.gif Bug Detector Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Detecting surveillance devices. Strategy: Keep it in your pocket to make sure no one sees you jam a screwdriver in the clown's eye. Description It's a functional multitool, but the screen changes in response to detected observation devices. The color change is based on a priority list but you can just examine it to see everything it detects. Color code: Red: AI or someone on a sec camera can see you Orange: an active pAI is nearby Yellow: A tape recorder is nearby Blue: A voice analyzer is nearby Green: All clear Space Suit The red syndicate space suit is less encumbering than Nanotrasen variants, fits inside bags, and has a weapon slot. Nanotrasen crewmembers are trained to report red space suit sightings.
SyndicateSuit.png Syndicate Space Suit Found in: Ordered via syndicate 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 Sunglasses.png Thermal Imaging Glasses Found in: Ordered via syndicate uplink, costs 3 telecrystals Used for: Seeing people through walls. Strategy: A replacement for the now unavaliable cloaking device. Security don't have these any more, so use them to check on people who might ruin your carefully constructed plan. Description A special set of sunglasses. It can see warm bodies through walls, including cyborgs, xenos, humans, monkeys, and the AI due to their similar warm organic body parts. The secondary function of the scanner is to see through electronic fields that bend light, allowing you to see cloaked entities.Several down sides of using these include:*Blinding yourself while welding.*Being blinded by EMP pulses.*Being vulnerable to flashes. These glasses are thermals disguised as engineers' optical meson scanners. They allow you to see organisms through walls by capturing the upper portion of the infrared light spectrum, emitted as heat and light by objects. Hotter objects, such as warm bodies, cybernetic organisms and artificial intelligence cores emit more of this light than cooler objects like walls and airlocks.
Camera Surveillance Kit This kit contains 5 Camera bugs and one mobile receiver. Attach camera bugs to a camera to enable remote viewing.
Camera Bugs This is a Camera bug resupply giving you 5 more camera bugs.
Binary Translator Key A key, that when inserted into a radio headset, allows you to listen to and talk with artificial intelligences and cybernetic organisms in binary.
Headset.png Binary Translator Found in: Ordered via syndicate 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.”) Centcomm Encryption Key A key, that when inserted into a radio headset, allows you to listen to and talk on all known radio channels.
Headset.png Traitor Radio Key Found in: Ordered via syndicate uplink, costs 3 telecrystals. Used for: Communicating with other Syndicate agents. 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. Hacked AI Upload Module When used with an upload console, this module allows you to upload priority laws to an artificial intelligence. Be careful with their wording, as artificial intelligences may look for loopholes to exploit.
Uploadmodule.png Hacked AI Upload Module Found in: Ordered via syndicate 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. Composition C-4 C-4 is plastic explosive of the common variety Composition C. You can use it to breach walls, attach it to organisms to destroy them, or connect a signaler to its wiring to make it remotely detonable. It has a modifiable timer with a minimum setting of 10 seconds.
C4.gif C4 Found in: Ordered via syndicate 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. Power sink When screwed to wiring attached to an electric grid, then activated, this large device places excessive load on the grid, causing a stationwide blackout. The sink cannot be carried because of its excessive size. Ordering this sends you a small beacon that will teleport the power sink to your location on activation.
Powersink.gif Power Sink Found in: Ordered via syndicate 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! Once it's sucked enough power, it will explode! Singularity Beacon When screwed to wiring attached to an electric grid, then activated, this large device pulls the singularity towards it. Does not work when the singularity is still in containment. A singularity beacon can cause catastrophic damage to a space station, leading to an emergency evacuation. Because of its size, it cannot be carried. Ordering this sends you a small beacon that will teleport the larger beacon to your location on activation.
SingularityBeacon.png Singularity Beacon Found in: Ordered via syndicate uplink, costs 7 telecrystals. Used for: Attracting a loose singularity towards the beacon at a brisk pace. Strategy: Set it up in a secluded location, release the singularity. Excellent for forcing a shuttle call. Description Placed like a powersink, screwdriver to secure and open hand to turn on, the singularity beacon will attract the singularity towards it, if it is loose. Note that for it to be useful at all the singularity does need to be released, as the beacon will not release it. A singularity beacon can not be picked up when ordered, having to be dragged to move it. It also blocks movement over it, so be sure to spawn it where you want to set the beacon up. Unlike a powersink it does not need to be connected to an active powerline, allowing you to secure one in deep space above the station on a single tile of floor.Not available to nuke agents.
Pinpointer A pinpointer that tracks any PDA on the station. Useful for locating assassination targets or other high-value targets that you can't find. WARNING: Can only set once.
Pinpointer.png PDA Pinpointer Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Finding your target. Strategy: Set your target, or a high access head. Description Activating it will make it pinpoint the PDA of whomever you set it to. Functioning much like a syndicate pinpointer. Implants Name Cost Freedom Implant 3 Uplink Implant 10 Explosive Implant 6 Compressed Matter Implant 4 Freedom Implant An implant injected into the body and later activated using a bodily gesture to attempt to slip restraints.
Implant.png Freedom Implant Found in: Ordered via syndicate 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). Uplink Implant An implant injected into the body, and later activated using a bodily gesture to open an uplink with 5 telecrystals. The ability for an agent to open an uplink after their posessions have been stripped from them makes this implant excellent for escaping confinement.
Implant.png Uplink Implant Found in: Ordered via syndicate 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 a small number of telecrystals. Explosive Implant An implant injected into the body, and later activated using a vocal command to cause a large explosion from the implant.
Implant.png Explosive Implant Found in: Ordered via syndicate 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. Compressed Matter Implant An implant injected into the body, and later activated using a bodily gesture to retrieve an item that was earlier compressed.
Implant.png Compressed Matter Implant Found in: Ordered via syndicate 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.
(Pointless) Badassery Item Name Cost Syndicate Bundle 10 'For Showing that you are the boss' 10 Trophy Belt 2 Raincoat 1 Random Item ?? Syndicate Bundle Syndicate Bundles are specialised groups of items that arrive in a plain box. These items are collectively worth more than 10 telecrystals, but you do not know which specialisation you will receive.
SyndicateBox.png Syndicate Bundle Found in: Ordered via syndicate uplink, costs 10 telecrystals. Used for: The economic traitor. Strategy: Random. Depends on items received. Description This spawns a syndicate box with one of six random item sets. 'For Showing that you are the boss' A useless red balloon with the syndicate logo on it, which can blow the deepest of covers is a testament to your robustness.
Syndicateballoon.png Syndicate Balloon Found in: Ordered via syndicate uplink, costs 10 telecrystals. Used for: The badass traitor. Strategy: IT'S LOOSE! Description When you can't bother using your lungs to scream to everyone that you are a syndicate agent. Trophy Belt A belt for holding the heads you've collected.
Belt.png Trophy Belt Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: The badass traitor. Strategy: IT'S LOOSE! Description A toolbelt that can only hold severed heads. Raincoat It's hip to be square!
Raincoat.png Raincoat Found in: Ordered via syndicate uplink, costs 1 telecrystals. Used for: The dubs checking traitor. Strategy: IT'S LOOSE! Description Do you like Huey Lewis and the News?.
Random Item Picking this choice will send you a random item from the list. Useful for when you cannot think of a strategy to finish your objectives with.