Difference between revisions of "Nuclear Agent Items"

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(→‎Highly Visible and Dangerous Weapons: Updated the name of the Sniper Rifle.)
 
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{{JobAntag}}
Syndicate operatives get access to the following items during the [[Nuclear Agent|Nuclear Emergency]].
Syndicate operatives get access to the following items during the [[Nuclear Agent|Nuclear Emergency]].


Nuclear Operatives also get access to [[Traitor Items]] with the exception of the following equipment:
Nuclear Operatives also get access to [[Traitor Items]] with the exception of the following equipment:
*Energy Crossbow
 
*Holoparasite
<div style="column-count:3;-moz-column-count:3;-webkit-column-count:3; width: 60em;">
*Martial Arts Scroll
* [[File:Hackerman Implant.png|32px]] Binyat Wireless Hacking System
*Military Belt
* [[File:Energy_crossbow.png|32px]] Energy Crossbow
*No-slip Syndicate Shoes
* [[File:Combathypo.gif|32px]] Holoparasite
*Sleepy Pen
* [[File:Scroll1.png|32px]] Martial Arts Scroll
*Syndicate Bundle
* [[File:Tacticalturtleneck.png|32px]] "Big Brother" Obfuscation Suit
*Syndicate Playing Cards
 
*Syndicate Surplus Crate
* [[File:Traitorbelt.gif|32px]] Traitor Belt
* [[File:Pen.png|32px]] Sleepy Pen
* [[File:SyndicateBox.png|32px]] Syndicate Bundle
* [[File:Syndicate_Playing_Cards.png|32px]] Syndicate Playing Cards
* [[File:GrayCrate.png|32px]] Syndicate Surplus Crate
* [[File:Razorwire Spool Arm Implant.png|32px]] Razorwire Spool
* [[File:Qani-Laaca Sensory Computer.png|32px]] Qani-Laaca Sensory Computer
</div>


== Highly Visible and Dangerous Weapons ==
== Highly Visible and Dangerous Weapons ==
''Primary weapons and devices expressly designed to wreak havoc among one's enemies.''
''Primary weapons and devices expressly designed to wreak havoc among one's enemies.''
{| class="wikitable sortable mw-collapsible" width="80%" style="text-align: center; background-color: #ff9999;"
{|class="wikitable sortable mw-collapsible" width="80%" style="background-color:#ff9999;margin:10pt;"
|- style="font-weight: bold; text-align: center; background-color: darkred; color: white;"
|- style="background-color: darkred;font-weight:bold; color: white;text-align:center;"
| style="width: 150pt; center;"            | Item  
! style='background-color: darkred' width:150px;                     |Item
| style="width: 50pt;" class="unsortable"  | Cost
! style='background-color: darkred' width:50px;                     |Cost
| style="width: 100pt;" class="unsortable" | Damage Type
! style='background-color: darkred' width:100px;                     |Damage Type
| style="width: 100pt;" class="unsortable" | Damage
! style='background-color: darkred' width:100px;                     |Damage
| class="unsortable"                       | Description
! class="unsortable" style='background-color: darkred'              |Description
|-
|-
! Flamethrower<br>[[File:Flamethrower.png]]
! Flamethrower<br>[[File:FlameThrower.gif]]
| 11 TC
| 3 TC
| Burn
| Burn
| Variable
| Variable
Line 32: Line 40:
| Variable
| Variable
| Variable
| Variable
| A drum-fed shotgun that carts magazines sporting up to eight rounds. Its damage, accuracy, range, and utility varies depending on the type of ammunition utilized. It can be loaded with slugs, buckshot, dragon's breath, or taser shot.
| A drum-fed shotgun that carts magazines sporting up to eight rounds. Its damage, accuracy, range, and utility varies depending on the type of ammunition utilized. It can be loaded with slugs, buckshot, dragon's breath, or meteorslug shot.
|-
|-
! C-20r Submachine Gun<br>[[File:GunC-20r.png]]
! C-20r Submachine Gun<br>[[File:GunC-20r.png]]
| 14 TC
| 70 TC
| Brute<br>Stamina
| Brute<br>Stamina
| 20<br>65
| 20<br>45
| A fully-loaded Scarborough Arms bullpup submachine gun that fires .45 rounds, boasts a 20-round magazine, and is compatible with suppressors. Ideal for short to medium range and capable of firing in three round bursts or semi-automatic.
| A fully-loaded Scarborough Arms bullpup submachine gun that fires .45 rounds, boasts a 20-round magazine and is compatible with suppressors. Ideal for short to medium range and capable of firing in two round bursts or semi-automatic fire. While it deals low brute damage compared to many other firearms, the stamina damage will stun targets in just three hits making it excellent for keeping crew pinned down for other operatives to finish off.
|-
|-
! M-90gl Carbine<br>[[File:GunM-90gl.png]]
! M-90gl Carbine<br>[[File:GunM-90gl.png]]
| 18 TC
| 90 TC
| Brute<br>Explosive
| Brute<br>Explosive
| 35<br>Variable
| 35<br>Variable
Line 47: Line 55:
|-
|-
! L6 Squad Automatic Weapon<br>[[File:GunL6.png]]
! L6 Squad Automatic Weapon<br>[[File:GunL6.png]]
| 40 TC
| 200 TC
| Brute
| Brute
| 60
| 45 / +5 Armor Piercing
| A fully-loaded Aussec Armoury belt-fed machine gun. This deadly weapon has a massive 50-round magazine of devastating 5.56x45mm ammunition. It requires two hands to appropriately wield, and holding something in your other hand will cause you to drop the weapon due to recoil.
| A fully-loaded Aussec Armoury belt-fed machine gun. This deadly weapon has a massive 50-round magazine of devastating 5.56x45mm ammunition. It requires two hands to appropriately wield, and holding something in your other hand will cause you to drop the weapon due to recoil.
|-
|-
! Sniper Rifle<br>[[File:GunSniper.png]]
! SR-31C (S) Sniper Rifle<br>[[File:GunSniper.png]]
| 16 TC
| 80 TC
| Variable
| Variable
| Variable
| Variable
| A weapon with a low fire-rate and a high per-damage hit, the sniper rifle is capable of instantly killing a target with a head shot. It's best used at a distance due to its tremendously low fire-rate. Each magazine holds 6 rounds, with different effects depending on the ammunition type. The basic ammunition for the rifle does seventy brute damage per-shot.
| A rifle with a very low fire-rate, heavy recoil and devastating damage or effects on whatever its bullets hit. Comes included with a scope that lets you see several tiles ahead at the cost of not being able to spot anyone coming at you from behind. It can also be suppressed if you're planning to be stealthy during your operation. It comes loaded with devastating .50 sniper rounds and can be additionally loaded with Soporific, Antimatter, Hemorrhage or Penetrator rounds. You must also have both hands free to fire this gun!
|-
|-
! Toy Submachine Gun<br>[[File:FoamSubmachineGun.png]]
! Toy Submachine Gun<br>[[File:FoamSubmachineGun.png]]
| 5 TC
| 25 TC
| Stamina
| Stamina
| 25
| 25
Line 65: Line 73:
|-
|-
! Toy Machine Gun<br>[[File:FoamMachineGun.png]]
! Toy Machine Gun<br>[[File:FoamMachineGun.png]]
| 10 TC
| 50 TC
| Stamina
| Stamina
| 25
| 25
| Designed for non-lethal operations, the Donksoft LMG is a cheaper alternative to most loud weapons and could potentially be used in stealth operations. You can insert a pen into the darts to make them deal five brute damage.
| Designed for non-lethal operations, the Donksoft LMG is a cheaper alternative to most loud weapons and could potentially be used in stealth operations. You can insert a pen into the darts to make them deal five brute damage.
|-
|-
! Atmos Gas Grenades<br>[[File:Clustergrenade.png]]
! Combat Defribillator Module <br>[[File:Mod Defibrillator.png]]
| 11 TC
| 60 TC
| Stamina/Oxygen
| 60
| A lifesaving device turned dangerous weapon. Click on someone with the paddles on harm intent to knock them down and deal 60 stamina damage. Will instantly stop the heart of stunned targets. Can be used as a regular defib as well. Installs in a '''MODsuit'''.
|-
! Rocket Launcher <br>[[File:RPG.png]]
| 40 TC
| Brute
| 50
| The pinnacle of destruction. Become the bringer of hellfire with this immaculate weapon as it's roar echoes throughout the station. Ammunition sold separately.
|-
|}
 
== Support and Mechanized Exosuits ==
{|class="wikitable sortable mw-collapsible" width="80%" style="background-color:#ff9999;margin:10pt;"
|- style="background-color: darkred;font-weight:bold; color: white;text-align:center;"
! style='background-color: darkred' width:150px;                    |Item
! style='background-color: darkred' width:50px;                      |Cost
! class="unsortable" style='background-color: darkred' width:200px;  |Purpose
! class="unsortable" style='background-color: darkred'              |Description
|-
! Gygax Exosuit<br>[[File:DarkGygax.png]]
| 400 TC
| A mech for close-range attacks and chasing down key targets with its speed.
| A lightweight exosuit, painted in a dark scheme. Its speed and equipment selection make it excellent for hit-and-run style attacks. It comes fully equipped with a scattershot rifle for easily downing any nearby attackers, leg actuator overload for a power-hungry speed boost, ion thrustors for easier travel through space and moderate armor and shielding to shrug off most conventional means of attack.
|-
! Mauler Exosuit<br>[[File:Mauler.png]]
| 599 TC
| A mech for shrugging off most attacks while blasting crew with missiles, machine guns and scattershot rifles.
| A massive and incredibly deadly Syndicate exosuit. Features long-range targeting, thrust vectoring, deployable smoke, LMG, Scattershot Launcher, Missile Rack and anti-projectile armor attachments. Far more durable than its Gygax counterpart with more utility, weapons, and armour, the Mauler is the peak of Syndicate robotics.
|-
! Syndicate Reinforcement<br>[[File:Syndie.gif]]
| 100 TC
| Receiving another operative to assist you.
| Teleports in another nuclear operative to add to your team. They come equipped with only basic equipment, so make sure you set aside spare telecrystals to buy them some gear.
|-
! Syndicate Assault Cyborg<br>[[File:Syndiborg.png]]
| 250 TC
| Getting a robot buddy programmed for providing combat support.
| A cyborg designed and programmed for systematic extermination of non-Syndicate personnel. The combat borg module has more than enough firepower to eliminate most enemies, including a 15 round grenade launcher, a single-shot heavy machine gun, and an energy sword. They come with an emag and crowbar to force open doors it cannot interface with and an operative/NAD pinpointer to prevent it from getting separated from other operatives. Also comes equipped with nano paste for machine repair.
|-
! Syndicate Medical Cyborg<br>[[File:Syndimedborg.gif]]
| 175 TC
| Getting a robot buddy programmed for providing medical support.
| A cyborg designed and programmed for keeping syndicate operatives alive in the field. It comes with a medibeam gun that works the same way as the handheld version operatives can buy, as well as a hypospray loaded with extremely strong healing nanites, which will quickly heal even the worst injuries. It can keep other syndicate cyborgs alive with nanopaste and features an entire set of surgical equipment should emergency surgery become a necessity. They come with an energy saw for close range combat, an emag and crowbar to force open doors it cannot interface with, and an operative/NAD pinpointer to prevent it from getting separated from other operatives.
|-
! Syndicate Saboteur Cyborg<br>[[File:SyndiSaboborg.gif]]
| 125 TC
| Getting a robot buddy programmed for providing stealthy support.
| A cyborg designed and programmed for hiding onboard NT stations and sabotaging their equipment. It comes with all the standard engineering tools you can find on any NT engineering borg, as well as a special chameleon disguise module that lets it look just like an engineering cyborg when used. If it needs to defend itself or assassinate a target, it is equipped with an energy sword like that of the combat cyborg. They come with an emag and crowbar to force open doors it cannot interface with, and an operative/NAD pinpointer to prevent it from getting separated from other operatives. Also comes equipped with nano paste for machine repair.
|-
|}
 
== Stealthy and Inconspicuous Weapons ==
{|class="wikitable sortable mw-collapsible" width="80%" style="background-color:#ff9999;margin:10pt;"
|- style="background-color: darkred;font-weight:bold; color: white;text-align:center;"
! style='background-color: darkred' width:150px;                    |Item
! style='background-color: darkred' width:50px;                      |Cost
! style='background-color: darkred' width:100px;                    |Damage Type
! style='background-color: darkred' width:100px;                    |Damage
! class="unsortable" style='background-color: darkred'              |Description
|-
! CQC Manual <br> [[File:cqcmanual.png]]
| 40 TC
| Brute, Stamina and Stun
| Variable
| Variable
| A manual that teaches a single user tactical Close-Quarters Combat before self-destructing. Does not restrict weapon usage. Your disarms will inflict some stamina damage while shoving people, your grabs will immobilize for a second making it easier to reinforce them, your harm attacks will deal moderate stamina damage, and you will get a set of combos that allow you to efficiently knockdown, disarm or stun your opponent. You can find more information on CQC and its combos [[Martial Arts#Close Quarters Combat (CQC)|Here]].
|-
! Krav Maga Implant <br> [[File:Kravgloves.png]]
| 25 TC
| Brute, Stamina and Oxygen
| Variable
| Variable
| A box of two (2) cluster grenades filled with N2O and Plasma, an airborne anesthetic and highly volatile gas respectively. N2O gas will immediately incapacitate any target unfortunate enough to inhale it. Plasma on the other hand is toxic, and can be readily lit on fire in order to cause major devastation or to deny enemies access to an area.
| A biochip that teaches you [[Martial Arts#Krav Maga|Krav Maga]] when implanted, great as a cheap backup weapon. Warning: the biochip will override any other fighting styles such as CQC while active.
|-
|-
! Sarin Gas Grenades<br>[[File:grenadeTabun.png]]
|}
| 15 TC
 
== Ammunition ==
''Ammunition for the various weapons employed by Nuclear Agents.''
{|class="wikitable sortable mw-collapsible" width="80%" style="background-color:#ff9999;margin:10pt;"
|- style="background-color: darkred;font-weight:bold; color: white;text-align:center;"
! style='background-color: darkred' width:150px;                    |Item
! style='background-color: darkred' width:50px;                      |Cost
! style='background-color: darkred' width:100px;                    |Damage Type
! style='background-color: darkred' width:100px;                    |Damage
! class="unsortable" style='background-color: darkred'              |Description
|-
! Box of Bioterror Syringes<br>[[File:Syringes.png]]
| 25 TC
| Chemical
| Chemical
| Variable
| Variable
| A box of four (4) grenades filled with Sarin, a deadly neurotoxin. Sarin gas has several effects, including twitching, weakness, brain damage, toxin damage, suffocation damage, and burns. If left untreated, sarin gas can be lethal. It is recommended to wear internals when handling sarin grenades.
| A box of 7 preloaded syringes, containing various chemicals that seize up the victim's motor and broca system, making it impossible for them to move or speak while in their system. One syringe causes brain damage, paralysis, confusion, drowsiness, and removes their ability to speak for a brief duration. Like all syringes, these will not pierce hardsuits.
|-
|-
! Viscerator Delivery Grenade<br>[[File:Viscerator.gif]]
! Drum Magazine - 12g Buckshot<br>[[File:BulldogAmmo.png]]
| 8 TC
| 10 TC
| Brute
| Brute
| 15
| 15
| A unique grenade that deploys a swarm of viscerators upon activation which chase down and shred any non-operatives in the area. The grenade spawns 5 viscerators which each deal 15 brute damage every hit. While viscerators have only fifteen health and are easily dispatched, they are deadly in close-quarters scenarios.
| These rounds are intended for dealing with targets at close quarters. Make sure your firing line is clear, as it's relatively easy to hit friendlies due to the wide spread. Each pellet in a shell deals 15 brute damage with damage falloff the further away a target is.
|-
! Drum Magazine - 12g Slugs<br>[[File:BulldogAmmo.png]]
| 10 TC
| Brute
| 60
| An additional 8-round slug magazine for use in the Bulldog shotgun. Slugs are capable of quickly taking down even the most armoured of targets.
|-
! Drum Magazine - 12g Meteorslug <br>[[File:BulldogStun.png]]
| 10 TC
| Brute<br>Stun
| 30 brute/2 second weaken
| An alternative 8-round meteorslug magazine for use in the Bulldog shotgun. Great for blasting airlocks off their frames and knocking down enemies.
|-
! Drum Magazine - 12g Dragon's Breath<br>[[File:BulldogFire.png]]
| 10 TC
| Brute<br>Burn
| 5<br>Variable
| An alternative 8-round dragon's breath magazine for use in the Bulldog shotgun. Each shell contains 4 pellet which deal 5 brute damage and sets the target on fire. Additionally the pellets leave a heat trail, raising the temperature of areas they passed by.
|-
|-
! Syndicate Cyborg<br>[[File:Syndiborg.png]]
! Shotgun Ammo Grab Bag<br>[[File:DuffleSyndiShotgun.png]]
| 50 TC
| 60 TC
| Variable
| N/A
| Variable
| N/A
| A cyborg designed and programmed for systematic extermination of non-Syndicate personnel. The medical module comes equiped with all necessary tools to heal most any wound and perform any surgery. The combat borg module has more than enough fire power to eliminate most enemies, including a grenade launcher, a heavy machine gun, and an energy sword.
| A bag containing an assortment of ammo drums for the Bulldog Shotgun at a discounted price. Features one Dragon's Breath drum, two Buckshot drums, and six Slug drums.
|-
|-
! Gygax Exosuit<br>[[File:DarkGygax.png]]
! Magazine - .45<br>[[File:Ammo_45.png]]
| 90 TC
| 20 TC
| Variable
| Brute<br>Stamina
| Variable
| 20<br>65
| A lightweight exosuit, painted in a dark scheme. Its speed and equipment selection make it excellent for hit-and-run style attacks though it lacks a method of space propulsion. The attached long range flamethrower and flash bang launcher make an excellent combination for dealing with crew members who are not properly protected. The Gygax also features moderate defenses against most projectile types.
| An additional 20 round magazine for the C-20r Submachine Gun.
|-
|-
! Mauler Exosuit<br>[[File:Mauler.png]]
! .45 Ammo Grab Bag<br>[[File:DuffleSyndiShotgun.png]]
| 140 TC
| 140 TC
| Variable
| N/A
| Variable
| N/A
| A massive and incredibly deadly Syndicate exosuit. Features long-range targeting, thrust vectoring, and deployable smoke, LMG, Scattershot Launcher, Missle Rack, and anti-projectile armor attachments. Far more durable than its Gygax counterpart with more utility, weapons, and armour, the Mauler is the peak of Syndicate robotics.
| A bag containing 10 .45 C20r Magazines at a discounted price. A great purchase if you declare war or plan to have all operatives using the C20r SMG.
|-
! Toploader Magazine - 5.56<br>[[File:Ammo_556.png]]
| 10 TC
| Brute
| 35
| An additional 30 round magazine for the M-90gl.
|-
! Ammo Box - 40mm Grenades<br>[[File:Ammo_40mm.png]]
| 20 TC
| Brute<br>Explosive
| 60<br>Variable
| An additional 4 grenade launcher rounds for the M-90gl. Each shell does 60 brute damage on hit, followed by an explosion which can easily dismember a person even if the shell does not hit them directly.
|-
! Box Magazine - 5.56x45mm<br>[[File:Ammo_762.png]]
| 60 TC
| Brute
| 45 / +5 Armor Piercing
| An additional 50 round magazine for the L6-SAW.
|-
! Box of Riot Darts<br>[[File:FoamRiotDarts.png]]
| 10 TC
| Stamina
| 25
| This ammo box contains 40 additional riot foam darts which can be used to load the Toy Submachine Gun or the Toy Machine Gun.
|-
! .50 Magazine<br>[[File:Ammo_50cal.png]]
| 15 TC
| Brute
| 70 / +50 Armor Piercing
| An additional 6 round .50 magazine for the Sniper Rifle. These bullets will stun anyone they hit and can destroy walls and objects
|-
! .50 Antimatter Magazine<br>[[File:Ammo_50cala.png]]
| 30 TC
| Brute
|70 / +50 Armor Piercing
| An additional 6 round .50 Antimatter magazine for the Sniper Rifle. Rounds have a 50% chance of delimbing the target and do massive damage to walls and objects.  
|-
! .50 Soporific Magazine<br>[[File:Ammo_50cals.png]]
| 15 TC
| Sleep
| 40 secs
| An additional 3 round .50 Soporific magazine for the Sniper Rifle. Rounds deal 0 damage, but instantly put a target to sleep.
|-
! 50 Hemorrhage Magazine<br>[[File:Ammo_50calh.png]]
| 15 TC
| Brute
| 45 / +25 Armor Piercing
| An additional 5 round .50 Hemorrhage magazine for the Sniper Rifle. On top of 45 brute damage, each shot stuns the target for 3 seconds and reduces blood level by 26%.
|-
! .50 Penetrator Magazine<br>[[File:Ammo_50calp.png]]
| 20 TC
| Brute
| 60 / +50 Armor Piercing
| An additional 5 round .50 Penetrator magazine for the Sniper Rifle. Each round is capable of penetrating an unlimited number of targets, objects and walls in its path up to a range of 50 tiles.
|-
! Rocket Launcher Shell<br>[[File:Rocket Shell.png]]
| 30 TC
| Brute
| 40
| A single shell for your RPG. Don't underestimate it however, as it leaves debilitating station damage and gib targets on direct impact.
|}
|}


== Ammunition ==
== Space Suits and Hardsuits ==
=== Box of Bioterror Syringes ===
'''NOTE''':
{{Item
* The stats can be plugged into this  [https://www.desmos.com/calculator/nleu3rbzq5/ formula]  to get the percentage of damage blocked. For instance, a score of 20 on lasers means 28.57% of damage blocked from lasers.
| bgcolor1 = #ffd0d0
* The projectiles from the Proto-kinetic accelerator are affected by bomb armour.
| bgcolor2 = #ff8888
{| class="wikitable sortable mw-collapsible" width="80%" style="text-align: center; background-color: #ff9999;"
| name = Box of Bioterror Syringes
|- style="font-weight: bold; text-align: center; background-color: darkred; color: white;"
| image = Syringes.png
| style="width: 150pt; center;"            | Item
| foundin = Ordered via syndicate uplink, costs 6 telecrystals.
| style="width: 50pt; center;"            | Cost
| usedfor = Bioterrorism.
| style="width: 50pt;" class="unsortable"  | Coverage
| strategy = Inject this into a person you need to take in alive or to give you time to steal their identity if you are taking a stealthy approach.  
| style="width: 30pt;" class="unsortable"  | Brute
| description = A box full of preloaded syringes, containing various chemicals that seize up the victim's motor and broca system, making it impossible for them to move or speak while in their system. One syringe causes brain damage, paralysis, confusion, drowsiness, and removes their ability to speak for a brief duration.
| style="width: 30pt;" class="unsortable"  | Bullet
}}
| style="width: 30pt;" class="unsortable"  | Laser
| style="width: 30pt;" class="unsortable"  | Stamina
| style="width: 30pt;" class="unsortable"  | Bomb
| style="width: 30pt;" class="unsortable"  | Rad
| style="width: 30pt;" class="unsortable"  | Fire
| class="unsortable"                      | Description
|-
! Shielded Syndicate Hardsuit <br> [[File:Syndi_Hardsuit.png]]
| 150 TC
| Full Body
| 35
| 50
| 20
| 10
| 25
| 50
| Immune
| This hardsuit is identical to its cousin the Blood-Red Hardsuit, however unlike its cousin it features an overshield capable of absorbing the shock from three projectile bullets in a short duration. The shield slowly recharges itself over time, and is capable of deflecting an infinite number of projectiles so long as the shield is given adequate time to charge back up.
|}


=== Drum Magazine - 12g Buckshot ===
== Grenades and Explosives ==
{{Item
{|class="wikitable sortable mw-collapsible" width="80%" style="background-color:#ff9999;margin:10pt;"
| bgcolor1 = #ffd0d0
|- style="background-color: darkred;font-weight:bold; color: white;text-align:center;"
| bgcolor2 = #ff8888
! style='background-color: darkred' width:150px;                    |Item
| name = Drum Magazine - 12g Buckshot
! style='background-color: darkred' width:50px;                      |Cost
| image = Shotgun_shell_red.png
! class="unsortable" style='background-color: darkred' width:200px;  |Purpose
| foundin = Ordered via syndicate uplink, costs 2 telecrystals.
! class="unsortable" style='background-color: darkred'              |Description
| usedfor = Ammo for the shotgun.
|-
| strategy = These rounds are intended for dealing with targets at close quarters. Make sure your firing line is clear, as it's relatively easy to hit friendlies due to the wide spread.
! Viscerator Delivery Grenade<br>[[File:Viscerator.gif]]
| description = An additional 8-round buckshot magazine for use in the Bulldog shotgun. Each pellet in a shell deals 15 brute damage with damage falloff the further away a target is.
| 10 TC
}}
| Sending a swarm of tiny machines to attack every non-operative nearby.
| A unique grenade that deploys a swarm of viscerators upon activation which chase down and shred any non-operatives in the area. The grenade spawns 5 viscerators which each deal 15 brute damage every hit and are small enough to pass over certain objects such as tables. While viscerators have only 15 health and are easily dispatched, they are deadly in close-quarters scenarios.
|-
! Grenadier Belt<br>[[File:Assaultbelt.png]]
| 120 TC
| Throwing a large variety of deadly grenades at the crew.
| A belt that starts with 26 grenades and can hold up to 30. Contents : 4 smoke grenades, 2 EMP grenades, 4 gluon grenades (makes floors frozen and slippery, freezes and irradiate people), 1 fluosulphuric acid smoke grenade, 1 sarin gas grenade, 2 small plasma fire grenades, 10 frag grenades (does not breach station floors, can embed shrapnels in people hit), 2 syndicate minibombs
|-
! Composition X4 <br> [[File:X4.png]]
| 10 TC
| Making a big hole in the station.
| This pack of explosives can detonate and blow out walls and airlocks alike. It has an adjustable timer, and unlike its counterpart C4, features no blow back meaning an operative can safely stand behind it. There is a significant blast radius outwards from the charge however.
|-
! Bag of C4 explosives<br>[[File:DuffleSyndiShotgun.png]]
| 40 TC
| Blowing open any bolted airlocks that stand in your way
| A bag containing 10 packs of C4 explosive. If the AI is bolting you out of every airlock you approach, these will quickly make their means of impeding you useless.
|-
! Bag of X4 explosives<br>[[File:DuffleSyndiShotgun.png]]
| 20 TC
| Making several big holes in the station.
| A bag containing 3 packs of X4 explosive. Very useful for breaking into any rooms you're locked out of while injuring everyone inside.
|-
|}


=== Drum Magazine - 12g Slugs ===
== Stealth and Camouflage Items ==
{{Item
{|class="wikitable sortable mw-collapsible" width="80%" style="background-color:#ff9999;margin:10pt;"
| bgcolor1 = #ffd0d0
|- style="background-color: darkred;font-weight:bold; color: white;text-align:center;"
| bgcolor2 = #ff8888
! style='background-color: darkred' width:150px;                    |Item
| name = Drum Magazine - 12g Slugs
! style='background-color: darkred' width:50px;                      |Cost
| image = Shotgun_shell_white.png
! class="unsortable" style='background-color: darkred' width:200px;  |Purpose
| foundin = Ordered via syndicate uplink, costs 2 telecrystals.
! class="unsortable" style='background-color: darkred'              |Description
| usedfor = Ammo for the shotgun.
|-
| strategy = High damage slugs capable of quickly taking down even the most armoured of targets.
! Honk-brand Infiltration Kit <br> [[File:FPClown.png|64px]]
| description = An additional 8-round slug magazine for use in the Bulldog shotgun. Each shell is capable of doing 60 brute damage.
| 30 TC
}}
| HONK
 
| A backpack containing the standard clown loadout, so you can put on the greatest show NT has ever seen! Also comes with a voice changer mask rather than the usual clown mask, some confetti bulldog drums, a cap gun, a pair of clown magboots to assist with boarding and a comic dna injector so you'll even talk like a clown once on board.
=== Drum Magazine - 12g Stun Slug ===
|-
{{Item
|}
| bgcolor1 = #ffd0d0
| bgcolor2 = #ff8888
| name = Drum Magazine - 12g Stun Slug
| image = Stun_Shell.png
| foundin = Ordered via syndicate uplink, costs 3 telecrystals.
| usedfor = Ammo for the shotgun.
| strategy = Capable of subduing your target, this weapon is best used in combination with another. Incapacitate your target, and then finish them off with something else.
| description = An alternative 8-round stun slug magazine for use in the Bulldog shotgun. Each shell deals 5 brute damage and will stun the person for a moderate amount of time.
}}
 
=== Drum Magazine - 12g Dragon's Breath ===
{{Item
| bgcolor1 = #ffd0d0
| bgcolor2 = #ff8888
| name = Drum Magazine - 12g Dragon's Breath
| image = Dragonsbreath_Shell.png
| foundin = Ordered via syndicate uplink, costs 2 telecrystals.
| usedfor = Ammo for the shotgun.
| strategy = Useful for crowd control, these shells ignite immediately ignite your target upon contact.
| description = An alternative 8-round dragon's breath magazine for use in the Bulldog shotgun. Each shell contains 4 pellet which deal 5 brute damage and sets the target on fire. Additionally the pellets leave a heat trail, raising the temperature of areas they passed by.
}}
 
=== Ammo Duffelbag - Shotgun Ammo Grab Bag ===
{{Item
| bgcolor1 = #ffd0d0
| bgcolor2 = #ff8888
| name = Ammo Duffelbag - Shotgun Ammo Grab Bag
| image = DuffleSyndiShotgun.png
| foundin = Ordered via syndicate uplink, costs 10 telecrystals.
| usedfor = Ammo for the shotgun.
| strategy = The bag contains the equivalent of 9 free telecrystals worth of shotgun shells. If the team is having trouble arming everyone, this bag should be more than enough to keep an operative's shotgun firing through an entire mission.
| description = A bag containing an assortment of ammo drums for the Bulldog Shotgun. Features one Dragon's Breath drum, one Stunshot drum, one Buckshot drum, and six Slug drums.
}}
 
=== Magazine - .45 ===
{{Item
| bgcolor1 = #ffd0d0
| bgcolor2 = #ff8888
| name = Magazine - .45
| image = Ammo_45.png
| foundin = Ordered via syndicate uplink, costs 2 telecrystals.
| usedfor = Ammo for the C-20r Submachine Gun.
| strategy = Additional ammunition for the C-20r Submachine Gun. It's advised to buy a few spare magazines.
| description = An additional 20 round magazine for the [[Nuclear Agent Items#C-20r_Submachine_Gun|C-20r]]. Each round deals 20 brute damage and 65 stamina damage.
}}
 
=== Toploader Magazine - 5.56 ===
{{Item
| bgcolor1 = #ffd0d0
| bgcolor2 = #ff8888
| name = Toploader Magazine - 5.56
| image = Ammo_556.png
| foundin = Ordered via syndicate uplink, costs 2 telecrystals.
| usedfor = Ammo for the M-90gl carbine.
| strategy = Additional ammunition for the M-90gl Carbine. It's advised to buy a few spare magazines.
| description = An additional 30 round magazine for the [[Nuclear Agent Items#M-90gl_Carbine|M-90gl]]. Each round deals 35 brute damage.
}}
 
=== Ammo Box - 40mm grenades ===
{{Item
| bgcolor1 = #ffd0d0
| bgcolor2 = #ff8888
| name = Ammo Box - 40mm grenades
| image = Ammo_40mm.png
| foundin = Ordered via syndicate uplink, costs 4 telecrystals.
| usedfor = Ammo for the M-90gl carbine grenade launcher attachment.
| strategy = Additional ammunition for the M-90gl Carbine's under barrel grande launcher.
| description = An additional 4 grenade launcher rounds for the [[Nuclear Agent Items#M-90gl_Carbine|M-90gl]]. Each shell does 60 brute damage on hit, followed by an explosion which can easily dismember a person even if the shell does not hit them directly.
}}
 
=== Box Magazine - 5.56x45mm ===
{{Item
| bgcolor1 = #ffd0d0
| bgcolor2 = #ff8888
| name = Box Magazine - 5.56x45mm
| image = Ammo_762.png
| foundin = Ordered via syndicate uplink, costs 12 telecrystals.
| usedfor = Ammo for the L6 LMG.
| strategy = Additional ammunition for the L6 SAW. One spare magazine is usually enough for even prolonged missions.
| description = An additional 50 round magazine for the [[Nuclear Agent Items#L6_Squad_Automatic_Weapon|L6]]. Each round deals 60 brute damage.
}}
 
=== Box of Riot Darts ===
{{Item
| bgcolor1 = #ffd0d0
| bgcolor2 = #ff8888
| name = ammo box (Foam Darts)
| image = FoamRiotDarts.png
| foundin = Ordered via syndicate uplink, costs 2 telecrystals.
| usedfor = Ammo for the toy guns.
| strategy = Additional ammunition for the Toy Sumbachine Gun and Toy LMG.
| description = This ammo box contains 40 additional riot foam darts which can be used to load the [[Nuclear Agent Items#Toy_Submachine_Gun|toy submachine gun]] or the [[Nuclear Agent Items#Toy_Machine_Gun|toy machine gun]]. The darts do no lasting damage but do cause 25 stamina damage each.
}}
 
=== .50 Magazine ===
{{Item
| bgcolor1 = #ffd0d0
| bgcolor2 = #ff8888
| name = .50 Magazine
| image = Ammo_50cal.png
| foundin = Ordered via syndicate uplink, costs 4 telecrystals.
| usedfor = Ammo for the Sniper Rifle.
| strategy = Additional ammunition for the Sniper Rifle. It's advised to buy a few spare magazines.
| description = An additional 6 round magazine for the [[Nuclear Agent Items#Sniper Rifle|Sniper Rifle]]. Each round deals 70 brute damage and is capable of instantly killing with a head shot.
}}
 
=== .50 Soporific Magazine ===
{{Item
| bgcolor1 = #ffd0d0
| bgcolor2 = #ff8888
| name = .50 Soporific Magazine
| image = Ammo_50cals.png
| foundin = Ordered via syndicate uplink, costs 6 telecrystals.
| usedfor = Ammo for the Sniper Rifle.
| strategy = Additional ammunition for the Sniper Rifle. These rounds will instantaneously knock a target unconcious, and are ideal for temporarily and non-lethally disabling targets.
| description = An additional 6 round magazine for the [[Nuclear Agent Items#Sniper Rifle|Sniper Rifle]]. Each round deals 0 brute damage, but knocks a target unconscious for 40 seconds.
}}
 
=== .50 Hemorrhage Magazine ===
{{Item
| bgcolor1 = #ffd0d0
| bgcolor2 = #ff8888
| name = .50 Hemorrhage Magazine
| image = Ammo_50calh.png
| foundin = Ordered via syndicate uplink, costs 4 telecrystals.
| usedfor = Ammo for the Sniper Rifle.
| strategy = Additional ammunition for the Sniper Rifle. These rounds seek to disable targets by reducing their blood-level and embedding shrapnel in their target.
| description = An additional 6 round magazine for the [[Nuclear Agent Items#Sniper Rifle|Sniper Rifle]]. Each round deals 14.7 brute damage and reduces blood count level by 18%.
}}
 
=== .50 Penetrator Magazine ===
{{Item
| bgcolor1 = #ffd0d0
| bgcolor2 = #ff8888
| name = .50 Penetrator Magazine
| image = Ammo_50cal.png
| foundin = Ordered via syndicate uplink, costs 4 telecrystals.
| usedfor = Ammo for the Sniper Rifle.
| strategy = Additional ammunition for the Sniper Rifle. These rounds are capable of being fired through walls, and are best paired with X-Rays or Thermal implants.
| description = An additional 6 round magazine for the [[Nuclear Agent Items#Sniper Rifle|Sniper Rifle]]. Each round deals 60 brute damage and is capable of penetrating an unlimited number of targets and objects in its path up to a range of sixty tiles.
}}


== Devices and Tools ==
== Devices and Tools ==
=== Blood-Red Hardsuit ===
{|class="wikitable sortable mw-collapsible" width="80%" style="background-color:#ff9999;margin:10pt;"
{{Item
|- style="background-color: darkred;font-weight:bold; color: white;text-align:center;"
| bgcolor1 = #ffd0d0
! style='background-color: darkred' width:150px;                    |Item
| bgcolor2 = #ff8888
! style='background-color: darkred' width:50px;                     |Cost
| name = Blood-Red Hardsuit
! class="unsortable" style='background-color: darkred' width:200px;  |Purpose
| image = Syndi_Hardsuit.png
! class="unsortable" style='background-color: darkred'              |Description
| foundin = Found on the Nuclear Operative shuttle.
|-
| usedfor = Moderate protection and space travel.
! Blood-Red Magboots <br> [[File:Syndi_Magboots.png]]
| strategy = The basic syndicate hardsuit. Provides decent protection against laser fire, and modest protection against ballistics. While it is space-proof, it is not fire proof.
| 10 TC
| description = The feared suit of a syndicate nuclear agent. Nanotrasen personnel are trained to report Syndicate space suit sightings and this suit is the one largely associated with nuclear operatives.
| Staying upright in zero-gravity environments.
}}
| A pair of magnetic boots with a Syndicate paintjob that assist with freer movement in space or on-station during gravitational generator failures. Just like Nanotrasen magboots, these boots will slow you down while active in indoor areas.
 
|-
=== Elite Syndicate Hardsuit ===
! Medbeam Gun <br> [[File:gunMedbeam.png]]
{{Item
| 75 TC
| bgcolor1 = #ffd0d0
| Providing medical aid to a target.
| bgcolor2 = #ff8888
| A beam gun which can heal both brute and burn damage on a target. This gun also has a chance to mend broken bones with each healing pulse. Caution is advised if the team has more than two Medbeam gun users, as crossing the beams will result in an explosion.
| name = Elite Syndicate Hardsuit
|-
| image = Elite_Syndi_Hardsuit.png
! Energy Shield <br> [[File:Eshield.png]]
| foundin = Ordered via syndicate uplink, costs 8 telecrystals.
| 40 TC
| usedfor = Superb protection and space travel.
| Blocking and defending energy-based projectiles.
| strategy = A hardsuit ideal for syndicate operations. It provides greater protection, along with fire immunity. It's fire immunity makes it ideal for use with the Flamethrower, Atmos Grenades, and Dragon's Breath shotgun rounds.
| Capable of deflecting energy projectiles, the Energy Shield is ideally paired with a weapon. It is completely useless against ballistic weaponry, meaning you should prioritize targets with ballistics while using it.
| description = The elite Syndicate hardsuit is worn by elite Syndicate operatives. Features greater armouring to its traditional counterpart along with extensive fireproofing. The combat mode enables greater mobility at the cost of sacrificing space-proofing. Nanotrasen crewmembers are trained to report Syndicate space suit sightings; these suits in particular are known to drive employees into a panic.
|-
}}
! Combat Medic Kit <br> [[File:Syndikit.png]]
 
| 30 TC
=== Shielded Syndicate Hardsuit ===
| Healing and reviving other operatives.
{{Item
| The first aid kit comes with a 2 emergency stabilization pens, four synthflesh patches, a night vision medical hud, and a hypospray filled with combat stims.
| bgcolor1 = #ffd0d0
|-
| bgcolor2 = #ff8888
! Syndicate Detonator <br> [[File:SyndiDetonator.png]]
| name = Shielded Syndicate Hardsuit
| 5 TC
| image = Syndi_Hardsuit.png
| Synchronizing syndicate bomb detonations.
| foundin = Ordered via syndicate uplink, costs 30 telecrystals.
| Activating this will set off all currently planted Syndicate Bombs in five seconds.
| usedfor = Deflecting ballistics and laser fire.
|-
| strategy = A hardsuit ideal for operations where you're expecting to be shot at. A lot. While it doesn't provide fire-immunity, it's ability to outright block projectiles gives an edge against enemies utilizing ballistic weapons. It's best paired with the judicious use of tactical retreats, as it can only block three shots in short succession before needing to recharge. The shielded hardsuit can be paired with an energy shield or double energy-sword for greater efficacy.
! Diamond Tipped Thermal Safe Drill<br> [[File:Diamond_drill.png|64px]]
| description = This hardsuit is identical to its cousin the Blood-Red Hardsuit, however unlike its cousin it features an overshield capable of absorbing the shock from three projectile bullets in a short duration. The shield slowly recharges itself over time, and is capable of deflecting an infinite number of projectiles so long as the shield is given adequate time to charge back up.
| 5 TC
}}
| Forcing open that pesky safe.
 
| For when the captain decides to put the nuke disk inside their floor safe - this is one of only two ways to force it open. To use the drill, first attach it to the safe and then activate it to start the drilling. Once completed, you'll need to remove the drill before you can open the safe up. It's advised to have someone on the team keep a single telecrystal spare to buy this, lest you find yourself right on top of the disk with no means to get to it.
=== Blood-Red Magboots ===
|-
{{Item
! Assault Pod Targeting Device <br> [[File:AssaultPodTargeter.png]]
| bgcolor1 = #ffd0d0
| 125 TC
| bgcolor2 = #ff8888
| Space Marine Roleplay and aggressive boarding of hostile ships.
| name = Blood-Red Magboots
| The assault pod is a heavily armored and weaponized mobile base that can be crashed into the ship you have been tasked with destroying. The pod comes equipped with 8 automated machine guns on its hull which will fire upon any non-Syndicate targets in range. Keep in mind that although the pod gives you a very defensible entry point when starting your attack, it is a one way trip.
| image = Syndi_Magboots.png
|-
| foundin = Found on the Nuclear Operative shuttle.
! Teleporter Circuit Board <br> [[File:EngineeringCircuitboard.png]]
| usedfor = Staying upright in zero-gravity environments.
| 100 TC
| strategy = Necessary when operating in the voids of space or the ruptured interior of a Nanotrasen facility.
| Warping onto the Nanotrasen ship.
| description = A pair of magnetic boots with a Syndicate paintjob that assist with freer movement in space or on-station during gravitational generator failures. Just like Nanotrasen magboots, these boots will slow you down while active in indoor areas.
| A printed circuit board that completes the teleporter on-board the mothership. Mostly useless, since a teleporter board can be stolen for the cost of a few blocks of C4 from telecomms, or from the abandoned teleporter.
}}
|-
 
! VTEC Upgrade Module <br> [[File:Cyborg upgrade2.png|64px]]
=== Advanced Blood-Red Magboots ===
| 30 TC
{{Item
| Increase survivability of your cyborgs.
| bgcolor1 = #ffd0d0
| Makes the borg as fast as average human to keep them from falling behind the team or lets them avoid danger much easier. You only need your ID and a crowbar to install.
| bgcolor2 = #ff8888
|}
| name = Advanced Blood-Red Magboots
| image = Syndi_Magboots.png
| foundin = Ordered via syndicate uplink, costs 3 telecrystals.
| usedfor = Staying upright in zero-gravity environments without losing speed.
| strategy = Become immune to banana skins, wet tiles and hull breaches, all without slowing down.
| description = Much like the standard Blood-Red Magboots, these advanced versions do not slow down the user, allowing for all the same benefits without any impairment to mobility.
}}
 
=== Composition X-4 ===
{{Item
| bgcolor1 = #ffd0d0
| bgcolor2 = #ff8888
| name = Plastic Explosives
| image = X4.png
| foundin = Ordered via syndicate uplink, costs 2 telecrystals.
| usedfor = Blowing stuff up.
| strategy = Plant it on the opposite side of the wall the Captain is hiding behind and laugh to yourself.
| description = This pack of explosives can detonate and blow out walls and airlocks alike. It has an adjustable timer, and unlike its counterpart C4, features no blow back meaning an operative can safely stand behind it. There is a significant blast radius outwards from the charge however.
}}
 
=== Medbeam Gun ===
{{Item
| bgcolor1 = #ffd0d0
| bgcolor2 = #ff8888
| name = Medbeam Gun
| image = gunMedbeam.png
| foundin = Ordered via syndicate uplink, costs 15 telecrystals.
| usedfor = Being the team medic.
| strategy = Aim at a teammate to connect a beam of energy to them which will heal them for as long as the beam remains unbroken.
| description = A beam gun which can heal both brute and burn damage on a target. This gun also has a chance to mend broken bones with each healing pulse. Caution is advised if the team has more than two Medbeam gun users, as crossing the beams will result in an explosion.
}}
 
=== Energy Shield ===
{{Item
| bgcolor1 = #ffd0d0
| bgcolor2 = #ff8888
| name = Energy Shield
| image = Eshield.gif
| foundin = Ordered via syndicate uplink, costs 16 telecrystals.
| usedfor = Blocking and defending energy-based projectiles.
| strategy = Capable of deflecting energy projectiles, the Energy Shield is ideally paired with a weapon. It is completely useless against ballistic weaponry, meaning you should prioritize targets with ballistics while using it.
| description = A personal shield projector that can be toggled on and off. While on it will deflect all energy projectiles without fail, as well as being about as useful as a riot shield in melee combat. Be careful about using this when declaring war, as most of the crew will be armed with combat shotguns at that point, making this somewhat useless.
}}
 
=== Syndicate Combat Medic Kit ===
{{Item
| bgcolor1 = #ffd0d0
| bgcolor2 = #ff8888
| name = Syndicate Combat Medic Kit
| image = Syndikit.png
| foundin = Ordered via syndicate uplink, costs 9 telecrystals.
| usedfor = Healing and reviving other operatives.
| strategy = This pack will heal most external damage, but does not have anything which can combat internal injuries such as broken bones.
| description = The first aid kit comes with a compact defibrillator, patches for brute and burn damage, a night vision medical hud, a hypospray filled with combat stims, a lethal injection syringe, and what may be the most crucial part of a tactical medkit, a stethoscope.
}}
 
=== Syndicate Detonator ===
{{Item
| bgcolor1 = #ffd0d0
| bgcolor2 = #ff8888
| name = Syndicate Detonator
| image = SyndiDetonator.png
| foundin = Ordered via syndicate uplink, costs 3 telecrystals.
| usedfor = Synchronizing syndicate bomb detonations.
| strategy = Best paired with multiple syndicate bombs, the detonator can create synchronized and immediate explosions.
| description = Activating this will set off all currently planted Syndicate Bombs in five seconds.
}}
 
=== Assault Pod Targeting Device ===
{{Item
| bgcolor1 = #ffd0d0
| bgcolor2 = #ff8888
| name = Assault Pod Targeting Device
| image = AssaultPodTargeter.png
| foundin = Ordered via syndicate uplink, costs 30 telecrystals.
| usedfor = Space Marine Roleplay and aggressive boarding of hostile ships.
| strategy = Select from a list of locations near or on the ship you intent to attack. Once selected, the controls within the pod will allow it to be launched.
| description = The assault pod is a heavily armored and weaponized mobile base that can be crashed into the ship you have been tasked with destroying. The pod comes equipped with 8 automated machine guns on its hull which will fire upon any non-Syndicate targets in range. Keep in mind that although the pod gives you a very defensible entry point when starting your attack, it is a one way trip meaning your team must find another way back off station.
}}
 
=== Teleporter Circuit Board ===
{{Item
| bgcolor1 = #ffd0d0
| bgcolor2 = #ff8888
| name = Teleporter Circuit Board
| image = CircuitboardTele.png
| foundin = Ordered via syndicate uplink, costs 20 telecrystals.
| usedfor = Warping onto the Nanotrasen ship.
| strategy = Once the teleporter is fully operational and calibrated, the team can teleport directly onto the target ship. This can save valuable time that would be sent breaking into the ship with explosives or other methods. The Syndicate teleport does not require calibration once a target is locked.
| description = A printed circuit board that completes the teleporter on-board the mothership. Mostly useless, since a teleporter board can be stolen for the cost of a few blocks of C4 from telecomms, or from the abandoned teleporter.
}}


== Implants ==
== Implants ==
=== Thermal Vision Implant ===
{|class="wikitable sortable mw-collapsible" width="80%" style="background-color:#ff9999;margin:10pt;"
{{Item
|- style="background-color: darkred;font-weight:bold; color: white;text-align:center;"
| bgcolor1 = #ffd0d0
! style='background-color: darkred' width:150px;                    |Item
| bgcolor2 = #ff8888
! style='background-color: darkred' width:50px;                      |Cost
| name = Thermal Vision Implant
! class="unsortable" style='background-color: darkred' width:200px;  |Purpose
| image = AutoImplanter.png
! class="unsortable" style='background-color: darkred'              |Description
| foundin = Ordered via syndicate uplink, costs 8 telecrystals.
|-
| usedfor = Seeing enemies and other living creatures through walls.
! Thermal Vision Implant <br> [[File:AutoImplanter.png]]
| strategy = A cheaper alternative to X-ray implants when low on funds. Both the implanter and implant are contained within a box. Place the implant into the implanter and then activate the implanter while it is in your hand to inject yourself.
| 40 TC
| description = Thermal vision allows you to see living creatures, but not any equipment they may be dragging with them. If your team has an extra 2 telecrystals to spend, the X-ray vision implant is a slightly more expensive but more effective option.
| Seeing enemies and other living creatures through walls.
}}
| Thermal vision allows you to see living creatures, but not any equipment they may be dragging with them. If your team has an extra 2 telecrystals to spend, the X-ray vision implant is a slightly more expensive but more effective option.
|-
! X-ray Vision Implant <br> [[File:AutoImplanter.png]]
| 50 TC
| Seeing living creatures and everything else around you through the walls.
| X-ray vision allows you to see everything in your vicinity as if the walls did not exist. This is very handy knowledge to have when trying to sneak through an enemy ship or outmaneuver enemy combatants.
|-
! CNS Rebooter Implant <br> [[File:AutoImplanter.png]]
| 60 TC
| Reducing down time when in combat.
| This implant will lower the amount of time you are down from any stun effect. This includes being shot by disabling weaponry and being knocked down from explosions. It will reduce the stun time from being tased or baton just enough to make you impossible to be cuffed by a single individual.
|-
! Hardened Reviver Implant <br> [[File:AutoImplanter.png]]
| 40 TC
| Emergency healing when in critical health.
| The reviver implant will attempt to heal damage on the user should they fall into critical health. Only basic damage types are heal-able with this implant and more advanced injuries such as broken bones, injured organs, and internal bleeding will not be fixed. Unlike the normal reviver implant, this hardened one is immune to EMP attacks.
|-
! Microbomb Implant <br> [[File:BombImplant.png]]
| 10 TC
| Blowing yourself up for the glory of the Syndicate.
| A final stand weapon which can be triggered manually by an operative or activates automatically upon death to prevent capture of Syndicate technologies by other companies. The size of the explosion can be increased by adding additional implants to an operative.
|-
! Macrobomb Implant <br> [[File:BombImplant.png]]
| 50 TC
| Blowing yourself up, the enemy up, and anything else remotely near you up for the glory of the Syndicate.
| A final stand weapon which can be triggered manually by an operative or activates automatically upon death. The resulting explosion is significantly larger than the microbomb implant and should not be used anywhere near your fellow operatives. There is a 3 second delay when detonating the implant manually, so if you're going to suicide charge/bomb the Captain, make sure they can't run away from you and skedaddle.
|}


=== X-ray Vision Implant ===
== Bundles ==
{{Item
{|class="wikitable sortable mw-collapsible" width="80%" style="background-color:#ff9999;margin:10pt;"
| bgcolor1 = #ffd0d0
|- style="background-color: darkred;font-weight:bold; color: white;text-align:center;"
| bgcolor2 = #ff8888
! style='background-color: darkred' width:150px;                    |Item
| name = X-ray Vision Implant
! style='background-color: darkred' width:50px;                      |Cost
| image = AutoImplanter.png
! class="unsortable" style='background-color: darkred' width:200px;  |Purpose
| foundin = Ordered via syndicate uplink, costs 10 telecrystals.
! class="unsortable" style='background-color: darkred'              |Description
| usedfor = Seeing living creatures and everything else around you through the walls.
|-
| strategy = The pinnacle of vision enhancing modifications. Both the implanter and implant are contained within a box. Place the implant into the implanter and then activate the implanter while it is in your hand to inject yourself.
! Bulldog Bundle <br> [[File:DuffleSyndiShotgun.png]]
| description = X-ray vision allows you to see everything in your vicinity as if the walls did not exist. This is very handy knowledge to have when trying to sneak through an enemy ship or outmaneuver enemy combatants.
| 45 TC
}}
| Ambushing people in darkness or around corners with close range buckshot shells.
 
| A duffelbag that comes with the Bulldog shotgun, 2 buckshot magazines and a pair of chameleon thermal glasses, saving 3TC over buying the items separately. Keep in mind that you get a free bulldog shotgun on the shuttle, so consider whether you need the other items in this bundle before purchasing it.
=== CNS Rebooter Implant ===
|-
{{Item
! C-20r Bundle <br> [[File:DuffleSyndiShotgun.png]]
| bgcolor1 = #ffd0d0
| 90 TC
| bgcolor2 = #ff8888
| Silenced suppression of multiple targets.
| name = CNS Rebooter Implant
| A duffelbag that comes with the C-20r SMG, 3 additional .45 magazines and a surplus suppressor, saving 3TC over buying the items separately. Excellent value if you plan to use the C-20r as your main weapon.
| image = AutoImplanter.png
|-
| foundin = Ordered via syndicate uplink, costs 12 telecrystals.
! Medical Bundle <br> [[File:DuffleSyndiMed.png]]
| usedfor = Reducing down time when in combat.
| 80 TC
| strategy = Handy to have when expecting heavy resistance. Both the implanter and implant are contained within a box. Place the implant into the implanter and then activate the implanter while it is in your hand to inject yourself.
| Keeping your teammates alive.
| description = This implant will lower the amount of time you are down from any stun effect. This includes being shot by disabling weaponry and being knocked down from explosions. It will reduce the stun time from being tased or baton just enough to make you impossible to be cuffed by a single individual.
| A duffelbag that comes with the Medical beam gun and a pair of blood red magboots, saving 4TC over buying the items separately. Very useful if you want to play a dedicated support role in the team.
}}
|-
 
! Sniper Bundle <br> [[File:Briefcase.png]]
=== Reviver Implant ===
| 90 TC
{{Item
| Being a highly professional operative.
| bgcolor1 = #ffd0d0
| A briefcase that comes with the Syndicate sniper rifle, 2 Soporific magazines, a surplus suppressor and an armored black suit complete with red tie, saving 5TC over buying the items separately. Geared more towards stealth operatives, the Soporific rounds will let you silence anyone who spots you to prevent early detection while the suit can be used to blend in better with the crew.
| bgcolor2 = #ff8888
|-
| name = Reviver Implant
! Cybernetic Implants Bundle <br> [[File:SyndicateImplantBox.png]]
| image = AutoImplanter.png
| 200 TC
| foundin = Ordered via syndicate uplink, costs 8 telecrystals.
| Provides a variety of implants for the whole team.
| usedfor = Emergency healing when unconcious.
| The implant bundle gives you 5 random enhancement implants picked from the four types available to your team (thermal vision, x-ray vision, anti-stun, and reviver). Although the implants in the bundle are random, it is on average cheaper to purchase the bundle then to get 5 individual implants.
| strategy = Good for giving yourself a second chance should a battle not go in your favor. Both the implanter and implant are contained within a box. Place the implant into the implanter and then activate the implanter while it is in your hand to inject yourself.
|-
| description = The reviver implant will attempt to heal damage on the user should they fall unconscious. It is important to note that only basic damage types are heal-able with this implant and more advanced injuries such as broken bones, injured organs, and internal bleeding will not be fixed by it. Be careful around EMPs, as they will cause a heartattack with this implant. And to think, everyone laughed at the person trying to use the ion rifle on the Nuclear Operatives.
|}
}}
 
=== Cybernetic Implants Bundle ===
{{Item
| bgcolor1 = #ffd0d0
| bgcolor2 = #ff8888
| name = Cybernetic Implants Bundle
| image = SyndicateImplantBox.png
| foundin = Ordered via syndicate uplink, costs 40 telecrystals.
| usedfor = Providing a variety of implants for the whole team.
| strategy = This is an effective purchase to make before buying any specific implants you or your teammates might want.
| description = The implant bundle gives you 5 random enhancement implants picked from the four types available to your team (thermal vision, x-ray vision, anti-stun, and reviver). Although the implants in the bundle are random, it is on average cheaper to purchase the bundle then to get 5 individual implants.
}}
 
=== Microbomb Implant ===
{{Item
| bgcolor1 = #ffd0d0
| bgcolor2 = #ff8888
| name = Microbomb Implant
| image = BombImplant.png
| foundin = Ordered via syndicate uplink, costs 2 telecrystals. Operatives also spawn with this type of implant already in them.
| usedfor = Blowing yourself up for the glory of the Syndicate.
| strategy = Inject yourself with the pre-loaded syringe to obtain the implant and activate the power should you want to explode.
| description = A final stand weapon which can be triggered manually by an operative or activates automatically upon death to prevent capture of Syndicate technologies by other companies. The size of the explosion can be increased by adding additional implants to an operative.
}}
 
=== Macrobomb Implant ===
{{Item
| bgcolor1 = #ffd0d0
| bgcolor2 = #ff8888
| name = Macrobomb Implant
| image = BombImplant.png
| foundin = Ordered via syndicate uplink, costs 20 telecrystals.
| usedfor = Blowing yourself up, the enemy up, and anything else remotely near you up for the glory of the Syndicate.
| strategy = Inject yourself with the pre-loaded syringe to obtain the implant and activate the given power should you want to explode. Useful for maximizing collateral damage.
| description = A final stand weapon which can be triggered manually by an operative or activates automatically upon death to prevent capture of Syndicate technologies by other companies. The resulting explosion is significantly larger than the microbomb implant and should not be used anywhere near your fellow operatives. There is a short delay when detonating the implant manually, so if you're going to suicide charge/bomb the Captain, make sure he can't tase you and skidaddle.
}}


[[Category:Objects]]
[[Category:Objects]]

Latest revision as of 10:01, 26 March 2024

Antagonist


Syndicate operatives get access to the following items during the Nuclear Emergency.

Nuclear Operatives also get access to Traitor Items with the exception of the following equipment:

  • Hackerman Implant.png Binyat Wireless Hacking System
  • Energy crossbow.png Energy Crossbow
  • Combathypo.gif Holoparasite
  • Scroll1.png Martial Arts Scroll
  • Tacticalturtleneck.png "Big Brother" Obfuscation Suit
  • Traitorbelt.gif Traitor Belt
  • Pen.png Sleepy Pen
  • SyndicateBox.png Syndicate Bundle
  • Syndicate Playing Cards.png Syndicate Playing Cards
  • GrayCrate.png Syndicate Surplus Crate
  • Razorwire Spool Arm Implant.png Razorwire Spool
  • Qani-Laaca Sensory Computer.png Qani-Laaca Sensory Computer

Highly Visible and Dangerous Weapons

Primary weapons and devices expressly designed to wreak havoc among one's enemies.

Item Cost Damage Type Damage Description
Flamethrower
FlameThrower.gif
3 TC Burn Variable A flamethrower fueled by an attached canister of volatile plasma gas. Make a statement by roasting Nanotrasen filth in their own greed. Only has a range of 3x3 tiles, but will instantly ignite targets and heat the air in the area leading to sustained burn damage.
Bulldog Shotgun
GunBulldog.png
N/A Variable Variable A drum-fed shotgun that carts magazines sporting up to eight rounds. Its damage, accuracy, range, and utility varies depending on the type of ammunition utilized. It can be loaded with slugs, buckshot, dragon's breath, or meteorslug shot.
C-20r Submachine Gun
GunC-20r.png
70 TC Brute
Stamina
20
45
A fully-loaded Scarborough Arms bullpup submachine gun that fires .45 rounds, boasts a 20-round magazine and is compatible with suppressors. Ideal for short to medium range and capable of firing in two round bursts or semi-automatic fire. While it deals low brute damage compared to many other firearms, the stamina damage will stun targets in just three hits making it excellent for keeping crew pinned down for other operatives to finish off.
M-90gl Carbine
GunM-90gl.png
90 TC Brute
Explosive
35
Variable
A three-round burst 5.56 toploading carbine, designated 'M-90gl' with an attached underbarrel grenade launcher which can be toggled on and off. An ideal weapon for medium to long range, the M-90gl is capable of effectively stopping targets in as little as two bursts.
L6 Squad Automatic Weapon
GunL6.png
200 TC Brute 45 / +5 Armor Piercing A fully-loaded Aussec Armoury belt-fed machine gun. This deadly weapon has a massive 50-round magazine of devastating 5.56x45mm ammunition. It requires two hands to appropriately wield, and holding something in your other hand will cause you to drop the weapon due to recoil.
SR-31C (S) Sniper Rifle
GunSniper.png
80 TC Variable Variable A rifle with a very low fire-rate, heavy recoil and devastating damage or effects on whatever its bullets hit. Comes included with a scope that lets you see several tiles ahead at the cost of not being able to spot anyone coming at you from behind. It can also be suppressed if you're planning to be stealthy during your operation. It comes loaded with devastating .50 sniper rounds and can be additionally loaded with Soporific, Antimatter, Hemorrhage or Penetrator rounds. You must also have both hands free to fire this gun!
Toy Submachine Gun
FoamSubmachineGun.png
25 TC Stamina 25 Designed for non-lethal operations, the Donksoft SMG is a cheap alternative to most loud weapons and could potentially be used in stealth operations. You can insert a pen into the darts to make them deal five brute damage.
Toy Machine Gun
FoamMachineGun.png
50 TC Stamina 25 Designed for non-lethal operations, the Donksoft LMG is a cheaper alternative to most loud weapons and could potentially be used in stealth operations. You can insert a pen into the darts to make them deal five brute damage.
Combat Defribillator Module
Mod Defibrillator.png
60 TC Stamina/Oxygen 60 A lifesaving device turned dangerous weapon. Click on someone with the paddles on harm intent to knock them down and deal 60 stamina damage. Will instantly stop the heart of stunned targets. Can be used as a regular defib as well. Installs in a MODsuit.
Rocket Launcher
RPG.png
40 TC Brute 50 The pinnacle of destruction. Become the bringer of hellfire with this immaculate weapon as it's roar echoes throughout the station. Ammunition sold separately.

Support and Mechanized Exosuits

Item Cost Purpose Description
Gygax Exosuit
DarkGygax.png
400 TC A mech for close-range attacks and chasing down key targets with its speed. A lightweight exosuit, painted in a dark scheme. Its speed and equipment selection make it excellent for hit-and-run style attacks. It comes fully equipped with a scattershot rifle for easily downing any nearby attackers, leg actuator overload for a power-hungry speed boost, ion thrustors for easier travel through space and moderate armor and shielding to shrug off most conventional means of attack.
Mauler Exosuit
Mauler.png
599 TC A mech for shrugging off most attacks while blasting crew with missiles, machine guns and scattershot rifles. A massive and incredibly deadly Syndicate exosuit. Features long-range targeting, thrust vectoring, deployable smoke, LMG, Scattershot Launcher, Missile Rack and anti-projectile armor attachments. Far more durable than its Gygax counterpart with more utility, weapons, and armour, the Mauler is the peak of Syndicate robotics.
Syndicate Reinforcement
Syndie.gif
100 TC Receiving another operative to assist you. Teleports in another nuclear operative to add to your team. They come equipped with only basic equipment, so make sure you set aside spare telecrystals to buy them some gear.
Syndicate Assault Cyborg
Syndiborg.png
250 TC Getting a robot buddy programmed for providing combat support. A cyborg designed and programmed for systematic extermination of non-Syndicate personnel. The combat borg module has more than enough firepower to eliminate most enemies, including a 15 round grenade launcher, a single-shot heavy machine gun, and an energy sword. They come with an emag and crowbar to force open doors it cannot interface with and an operative/NAD pinpointer to prevent it from getting separated from other operatives. Also comes equipped with nano paste for machine repair.
Syndicate Medical Cyborg
Syndimedborg.gif
175 TC Getting a robot buddy programmed for providing medical support. A cyborg designed and programmed for keeping syndicate operatives alive in the field. It comes with a medibeam gun that works the same way as the handheld version operatives can buy, as well as a hypospray loaded with extremely strong healing nanites, which will quickly heal even the worst injuries. It can keep other syndicate cyborgs alive with nanopaste and features an entire set of surgical equipment should emergency surgery become a necessity. They come with an energy saw for close range combat, an emag and crowbar to force open doors it cannot interface with, and an operative/NAD pinpointer to prevent it from getting separated from other operatives.
Syndicate Saboteur Cyborg
SyndiSaboborg.gif
125 TC Getting a robot buddy programmed for providing stealthy support. A cyborg designed and programmed for hiding onboard NT stations and sabotaging their equipment. It comes with all the standard engineering tools you can find on any NT engineering borg, as well as a special chameleon disguise module that lets it look just like an engineering cyborg when used. If it needs to defend itself or assassinate a target, it is equipped with an energy sword like that of the combat cyborg. They come with an emag and crowbar to force open doors it cannot interface with, and an operative/NAD pinpointer to prevent it from getting separated from other operatives. Also comes equipped with nano paste for machine repair.

Stealthy and Inconspicuous Weapons

Item Cost Damage Type Damage Description
CQC Manual
Cqcmanual.png
40 TC Brute, Stamina and Stun Variable A manual that teaches a single user tactical Close-Quarters Combat before self-destructing. Does not restrict weapon usage. Your disarms will inflict some stamina damage while shoving people, your grabs will immobilize for a second making it easier to reinforce them, your harm attacks will deal moderate stamina damage, and you will get a set of combos that allow you to efficiently knockdown, disarm or stun your opponent. You can find more information on CQC and its combos Here.
Krav Maga Implant
Kravgloves.png
25 TC Brute, Stamina and Oxygen Variable A biochip that teaches you Krav Maga when implanted, great as a cheap backup weapon. Warning: the biochip will override any other fighting styles such as CQC while active.

Ammunition

Ammunition for the various weapons employed by Nuclear Agents.

Item Cost Damage Type Damage Description
Box of Bioterror Syringes
Syringes.png
25 TC Chemical Variable A box of 7 preloaded syringes, containing various chemicals that seize up the victim's motor and broca system, making it impossible for them to move or speak while in their system. One syringe causes brain damage, paralysis, confusion, drowsiness, and removes their ability to speak for a brief duration. Like all syringes, these will not pierce hardsuits.
Drum Magazine - 12g Buckshot
BulldogAmmo.png
10 TC Brute 15 These rounds are intended for dealing with targets at close quarters. Make sure your firing line is clear, as it's relatively easy to hit friendlies due to the wide spread. Each pellet in a shell deals 15 brute damage with damage falloff the further away a target is.
Drum Magazine - 12g Slugs
BulldogAmmo.png
10 TC Brute 60 An additional 8-round slug magazine for use in the Bulldog shotgun. Slugs are capable of quickly taking down even the most armoured of targets.
Drum Magazine - 12g Meteorslug
BulldogStun.png
10 TC Brute
Stun
30 brute/2 second weaken An alternative 8-round meteorslug magazine for use in the Bulldog shotgun. Great for blasting airlocks off their frames and knocking down enemies.
Drum Magazine - 12g Dragon's Breath
BulldogFire.png
10 TC Brute
Burn
5
Variable
An alternative 8-round dragon's breath magazine for use in the Bulldog shotgun. Each shell contains 4 pellet which deal 5 brute damage and sets the target on fire. Additionally the pellets leave a heat trail, raising the temperature of areas they passed by.
Shotgun Ammo Grab Bag
DuffleSyndiShotgun.png
60 TC N/A N/A A bag containing an assortment of ammo drums for the Bulldog Shotgun at a discounted price. Features one Dragon's Breath drum, two Buckshot drums, and six Slug drums.
Magazine - .45
Ammo 45.png
20 TC Brute
Stamina
20
65
An additional 20 round magazine for the C-20r Submachine Gun.
.45 Ammo Grab Bag
DuffleSyndiShotgun.png
140 TC N/A N/A A bag containing 10 .45 C20r Magazines at a discounted price. A great purchase if you declare war or plan to have all operatives using the C20r SMG.
Toploader Magazine - 5.56
Ammo 556.png
10 TC Brute 35 An additional 30 round magazine for the M-90gl.
Ammo Box - 40mm Grenades
Ammo 40mm.png
20 TC Brute
Explosive
60
Variable
An additional 4 grenade launcher rounds for the M-90gl. Each shell does 60 brute damage on hit, followed by an explosion which can easily dismember a person even if the shell does not hit them directly.
Box Magazine - 5.56x45mm
Ammo 762.png
60 TC Brute 45 / +5 Armor Piercing An additional 50 round magazine for the L6-SAW.
Box of Riot Darts
FoamRiotDarts.png
10 TC Stamina 25 This ammo box contains 40 additional riot foam darts which can be used to load the Toy Submachine Gun or the Toy Machine Gun.
.50 Magazine
Ammo 50cal.png
15 TC Brute 70 / +50 Armor Piercing An additional 6 round .50 magazine for the Sniper Rifle. These bullets will stun anyone they hit and can destroy walls and objects
.50 Antimatter Magazine
Ammo 50cala.png
30 TC Brute 70 / +50 Armor Piercing An additional 6 round .50 Antimatter magazine for the Sniper Rifle. Rounds have a 50% chance of delimbing the target and do massive damage to walls and objects.
.50 Soporific Magazine
Ammo 50cals.png
15 TC Sleep 40 secs An additional 3 round .50 Soporific magazine for the Sniper Rifle. Rounds deal 0 damage, but instantly put a target to sleep.
50 Hemorrhage Magazine
Ammo 50calh.png
15 TC Brute 45 / +25 Armor Piercing An additional 5 round .50 Hemorrhage magazine for the Sniper Rifle. On top of 45 brute damage, each shot stuns the target for 3 seconds and reduces blood level by 26%.
.50 Penetrator Magazine
Ammo 50calp.png
20 TC Brute 60 / +50 Armor Piercing An additional 5 round .50 Penetrator magazine for the Sniper Rifle. Each round is capable of penetrating an unlimited number of targets, objects and walls in its path up to a range of 50 tiles.
Rocket Launcher Shell
Rocket Shell.png
30 TC Brute 40 A single shell for your RPG. Don't underestimate it however, as it leaves debilitating station damage and gib targets on direct impact.

Space Suits and Hardsuits

NOTE:

  • The stats can be plugged into this formula to get the percentage of damage blocked. For instance, a score of 20 on lasers means 28.57% of damage blocked from lasers.
  • The projectiles from the Proto-kinetic accelerator are affected by bomb armour.
Item Cost Coverage Brute Bullet Laser Stamina Bomb Rad Fire Description
Shielded Syndicate Hardsuit
Syndi Hardsuit.png
150 TC Full Body 35 50 20 10 25 50 Immune This hardsuit is identical to its cousin the Blood-Red Hardsuit, however unlike its cousin it features an overshield capable of absorbing the shock from three projectile bullets in a short duration. The shield slowly recharges itself over time, and is capable of deflecting an infinite number of projectiles so long as the shield is given adequate time to charge back up.

Grenades and Explosives

Item Cost Purpose Description
Viscerator Delivery Grenade
Viscerator.gif
10 TC Sending a swarm of tiny machines to attack every non-operative nearby. A unique grenade that deploys a swarm of viscerators upon activation which chase down and shred any non-operatives in the area. The grenade spawns 5 viscerators which each deal 15 brute damage every hit and are small enough to pass over certain objects such as tables. While viscerators have only 15 health and are easily dispatched, they are deadly in close-quarters scenarios.
Grenadier Belt
Assaultbelt.png
120 TC Throwing a large variety of deadly grenades at the crew. A belt that starts with 26 grenades and can hold up to 30. Contents : 4 smoke grenades, 2 EMP grenades, 4 gluon grenades (makes floors frozen and slippery, freezes and irradiate people), 1 fluosulphuric acid smoke grenade, 1 sarin gas grenade, 2 small plasma fire grenades, 10 frag grenades (does not breach station floors, can embed shrapnels in people hit), 2 syndicate minibombs
Composition X4
X4.png
10 TC Making a big hole in the station. This pack of explosives can detonate and blow out walls and airlocks alike. It has an adjustable timer, and unlike its counterpart C4, features no blow back meaning an operative can safely stand behind it. There is a significant blast radius outwards from the charge however.
Bag of C4 explosives
DuffleSyndiShotgun.png
40 TC Blowing open any bolted airlocks that stand in your way A bag containing 10 packs of C4 explosive. If the AI is bolting you out of every airlock you approach, these will quickly make their means of impeding you useless.
Bag of X4 explosives
DuffleSyndiShotgun.png
20 TC Making several big holes in the station. A bag containing 3 packs of X4 explosive. Very useful for breaking into any rooms you're locked out of while injuring everyone inside.

Stealth and Camouflage Items

Item Cost Purpose Description
Honk-brand Infiltration Kit
FPClown.png
30 TC HONK A backpack containing the standard clown loadout, so you can put on the greatest show NT has ever seen! Also comes with a voice changer mask rather than the usual clown mask, some confetti bulldog drums, a cap gun, a pair of clown magboots to assist with boarding and a comic dna injector so you'll even talk like a clown once on board.

Devices and Tools

Item Cost Purpose Description
Blood-Red Magboots
Syndi Magboots.png
10 TC Staying upright in zero-gravity environments. A pair of magnetic boots with a Syndicate paintjob that assist with freer movement in space or on-station during gravitational generator failures. Just like Nanotrasen magboots, these boots will slow you down while active in indoor areas.
Medbeam Gun
GunMedbeam.png
75 TC Providing medical aid to a target. A beam gun which can heal both brute and burn damage on a target. This gun also has a chance to mend broken bones with each healing pulse. Caution is advised if the team has more than two Medbeam gun users, as crossing the beams will result in an explosion.
Energy Shield
Eshield.png
40 TC Blocking and defending energy-based projectiles. Capable of deflecting energy projectiles, the Energy Shield is ideally paired with a weapon. It is completely useless against ballistic weaponry, meaning you should prioritize targets with ballistics while using it.
Combat Medic Kit
Syndikit.png
30 TC Healing and reviving other operatives. The first aid kit comes with a 2 emergency stabilization pens, four synthflesh patches, a night vision medical hud, and a hypospray filled with combat stims.
Syndicate Detonator
SyndiDetonator.png
5 TC Synchronizing syndicate bomb detonations. Activating this will set off all currently planted Syndicate Bombs in five seconds.
Diamond Tipped Thermal Safe Drill
Diamond drill.png
5 TC Forcing open that pesky safe. For when the captain decides to put the nuke disk inside their floor safe - this is one of only two ways to force it open. To use the drill, first attach it to the safe and then activate it to start the drilling. Once completed, you'll need to remove the drill before you can open the safe up. It's advised to have someone on the team keep a single telecrystal spare to buy this, lest you find yourself right on top of the disk with no means to get to it.
Assault Pod Targeting Device
AssaultPodTargeter.png
125 TC Space Marine Roleplay and aggressive boarding of hostile ships. The assault pod is a heavily armored and weaponized mobile base that can be crashed into the ship you have been tasked with destroying. The pod comes equipped with 8 automated machine guns on its hull which will fire upon any non-Syndicate targets in range. Keep in mind that although the pod gives you a very defensible entry point when starting your attack, it is a one way trip.
Teleporter Circuit Board
EngineeringCircuitboard.png
100 TC Warping onto the Nanotrasen ship. A printed circuit board that completes the teleporter on-board the mothership. Mostly useless, since a teleporter board can be stolen for the cost of a few blocks of C4 from telecomms, or from the abandoned teleporter.
VTEC Upgrade Module
Cyborg upgrade2.png
30 TC Increase survivability of your cyborgs. Makes the borg as fast as average human to keep them from falling behind the team or lets them avoid danger much easier. You only need your ID and a crowbar to install.

Implants

Item Cost Purpose Description
Thermal Vision Implant
AutoImplanter.png
40 TC Seeing enemies and other living creatures through walls. Thermal vision allows you to see living creatures, but not any equipment they may be dragging with them. If your team has an extra 2 telecrystals to spend, the X-ray vision implant is a slightly more expensive but more effective option.
X-ray Vision Implant
AutoImplanter.png
50 TC Seeing living creatures and everything else around you through the walls. X-ray vision allows you to see everything in your vicinity as if the walls did not exist. This is very handy knowledge to have when trying to sneak through an enemy ship or outmaneuver enemy combatants.
CNS Rebooter Implant
AutoImplanter.png
60 TC Reducing down time when in combat. This implant will lower the amount of time you are down from any stun effect. This includes being shot by disabling weaponry and being knocked down from explosions. It will reduce the stun time from being tased or baton just enough to make you impossible to be cuffed by a single individual.
Hardened Reviver Implant
AutoImplanter.png
40 TC Emergency healing when in critical health. The reviver implant will attempt to heal damage on the user should they fall into critical health. Only basic damage types are heal-able with this implant and more advanced injuries such as broken bones, injured organs, and internal bleeding will not be fixed. Unlike the normal reviver implant, this hardened one is immune to EMP attacks.
Microbomb Implant
BombImplant.png
10 TC Blowing yourself up for the glory of the Syndicate. A final stand weapon which can be triggered manually by an operative or activates automatically upon death to prevent capture of Syndicate technologies by other companies. The size of the explosion can be increased by adding additional implants to an operative.
Macrobomb Implant
BombImplant.png
50 TC Blowing yourself up, the enemy up, and anything else remotely near you up for the glory of the Syndicate. A final stand weapon which can be triggered manually by an operative or activates automatically upon death. The resulting explosion is significantly larger than the microbomb implant and should not be used anywhere near your fellow operatives. There is a 3 second delay when detonating the implant manually, so if you're going to suicide charge/bomb the Captain, make sure they can't run away from you and skedaddle.

Bundles

Item Cost Purpose Description
Bulldog Bundle
DuffleSyndiShotgun.png
45 TC Ambushing people in darkness or around corners with close range buckshot shells. A duffelbag that comes with the Bulldog shotgun, 2 buckshot magazines and a pair of chameleon thermal glasses, saving 3TC over buying the items separately. Keep in mind that you get a free bulldog shotgun on the shuttle, so consider whether you need the other items in this bundle before purchasing it.
C-20r Bundle
DuffleSyndiShotgun.png
90 TC Silenced suppression of multiple targets. A duffelbag that comes with the C-20r SMG, 3 additional .45 magazines and a surplus suppressor, saving 3TC over buying the items separately. Excellent value if you plan to use the C-20r as your main weapon.
Medical Bundle
DuffleSyndiMed.png
80 TC Keeping your teammates alive. A duffelbag that comes with the Medical beam gun and a pair of blood red magboots, saving 4TC over buying the items separately. Very useful if you want to play a dedicated support role in the team.
Sniper Bundle
Briefcase.png
90 TC Being a highly professional operative. A briefcase that comes with the Syndicate sniper rifle, 2 Soporific magazines, a surplus suppressor and an armored black suit complete with red tie, saving 5TC over buying the items separately. Geared more towards stealth operatives, the Soporific rounds will let you silence anyone who spots you to prevent early detection while the suit can be used to blend in better with the crew.
Cybernetic Implants Bundle
SyndicateImplantBox.png
200 TC Provides a variety of implants for the whole team. The implant bundle gives you 5 random enhancement implants picked from the four types available to your team (thermal vision, x-ray vision, anti-stun, and reviver). Although the implants in the bundle are random, it is on average cheaper to purchase the bundle then to get 5 individual implants.