Uplink
Syndicate items can be bought through an uplink by Traitors, Nuclear Operatives and Clown Operatives. Traitors get 20 telecrystals (16 if their starting uplink is an implant) to use (operatives get more based on the station population), so make your choices wisely. Up to three items are randomly discounted in the uplink, which can be found at the bottom of the page. You can not buy the item at discount price more than once!
As a traitor, your uplink will be in the form of a PDA, pen, a headset or an implant. In order to open your uplink you will need to enter the code given into the ringtone selection in the messenger menu in your PDA, turn the pen, select a headset frequency or simply click on the action button at the top of your screen. Remember to keep it locked in case anyone gets their hands on it.
As an operative, your uplink will be in the form of a radio. Nothing special is required to open it, you simply use it in-hand.
Discounts
Traitors will get up to a 20% discount if the company they're working for produces the item they want to buy. These companies are Donk Co., Waffle co., Cybersun Industries, Bosyn-Powell Front and Vahlen Pharmaceuticals.
The uplink also contains a few items on sale in the "Discounted Gear" section. Check here for big discounts!
Bundles and Telecrystals
Bioterror bundle
Bioterror bundle
|
Cost: 30 TC Gamemode: Nuclear Operative
|
Contents
|
Description
|
|
For the madman: Contains a handheld Bioterror chem sprayer, a Bioterror foam grenade, a box of lethal chemicals, a dart pistol, box of syringes, Donksoft assault rifle, and some riot darts. Remember: Seal suit and equip internals before use. Use this to start a biological disaster and spread chaos among the crew. By purchasing this kit you save 12 telecrystals!
|
|
Bulldog bundle
Bulldog bundle
|
Cost: 13 TC Gamemode: Nuclear Operative
|
Contents
|
Description
|
|
Lean and mean: Optimized for people that want to get up close and personal. Contains the popular Bulldog shotgun, two 12g buckshot drums, and a pair of Thermal imaging goggles. By purchasing this kit you save 3 telecrystals!
|
|
C-20r bundle
C-20r bundle
|
Cost: 14 TC Gamemode: Nuclear Operative
|
Contents
|
Description
|
|
Old Faithful: The classic C-20r, bundled with two magazines and a (surplus) suppressor at discount price. By purchasing this kit you save 2 telecrystals!
|
|
Cybernetic Implants Bundle
Cybernetic Implants Bundle
|
Cost: 40 TC Gamemode: Nuclear Operative
|
Contents
|
Description
|
|
5 randomly selected cybernetic implants. The total amount will be worth at least 40 telecrystals.
|
|
Medical bundle
Medical bundle
|
Cost: 15 TC Gamemode: Nuclear Operative
|
Contents
|
Description
|
|
The support specialist: Aid your fellow operatives with this medical bundle. Contains a tactical medkit, a Donksoft LMG, a box of riot darts and a pair of magboots to rescue your friends in no-gravity environments. By purchasing this kit you save 5 telecrystals!
|
|
Sniper bundle
Sniper bundle
|
Cost: 20 TC Gamemode: Nuclear Operative
|
Contents
|
Description
|
|
Elegant and refined: Contains a collapsed sniper rifle in an expensive carrying case, two soporific knockout magazines, a free surplus suppressor, and a sharp-looking tactical turtleneck suit. Perfect for becoming a long-range sniper. By purchasing this kit you save 6 telecrystals!
|
|
Spetsnaz Pyro bundle
Spetsnaz Pyro bundle
|
Cost: 30 TC Gamemode: Nuclear Operative
|
Contents
|
Description
|
|
For systematic suppression of carbon lifeforms in close quarters: Contains a lethal New Russian backpack spray, Elite hardsuit, Stechkin APS pistol, two magazines, a minibomb and a stimulant syringe. Make sure the other operatives are wearing fireproof suits as well before using this. By purchasing this kit you save 12 telecrystals!
|
|
Contract Kit
Contract Kit
|
Cost: 20 TC Gamemode: Traitor Player Requirement: 20
|
Contents
|
Description
|
|
The Syndicate has offered you the chance to become a contractor, take on kidnapping contracts for TC and cash payouts. Upon purchase, you'll be granted your own contract uplink embedded within the supplied tablet computer. Additionally, you'll be granted standard contractor gear to help with your mission - comes supplied with the tablet, specialized space suit, chameleon jumpsuit and mask, agent card, specialized contractor baton, prisoner transport bag (this version does not include a remote switch), and three randomly selected low-cost items. Can include otherwise unobtainable items.
|
|
Syndi-kit Tactical
Syndi-kit Tactical
|
Cost: 20 TC Gamemode: Traitor, Clown Ops
|
Description
|
Syndicate Bundles, also known as Syndi-Kits, are specialized groups of items that arrive in a plain box. These items are collectively worth more than 20 telecrystals, but you do not know which specialization you will receive. May contain discontinued and/or exotic items. The weight tied to each kit represents your relative chance of rolling that kit: the higher, the better the odds.
|
|
Syndi-kit Special
Syndi-kit Special
|
Cost: 20 TC Gamemode: Traitor, Clown Ops
|
Description
|
Syndicate Bundles, also known as Syndi-Kits, are specialized groups of items that arrive in a plain box. In Syndi-kit Special, you will receive items used by famous Syndicate agents of the past. Collectively worth more than 20 telecrystals, the Syndicate loves a good throwback. The weight tied to each kit represents your relative chance of rolling that kit: the higher, the better the odds.
|
|
Syndicate Surplus Crate
Syndicate Surplus Crate
|
Cost: 20 TC Gamemode: Traitor Player Requirement: 25
|
Description
|
A dusty crate from the back of the Syndicate warehouse. Contains a completely random assortment of items, always sorted to be worth at least 50 TC. Due to the randomness of the items, it can be useless junk or really good. It can be fun to buy if you have an easy objective or want to switch up your strategy.
|
|
Super Surplus Crate
Super Surplus Crate
|
Cost: 40 TC Gamemode: Traitor Player Requirement: 40
|
Description
|
A dusty SUPER-SIZED from the back of the Syndicate warehouse. Contains a completely random assortment of items, always sorted to be worth at least 125 TC. The 40 TC price means that you have to team up with at least one other traitor. Use codewords!
|
|
Random Item
Random Item
|
Cost: 1+ TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
Picking this will purchase a random item. Useful if you have some TC to spare or if you haven't decided on a strategy yet.
|
|
1 Raw Telecrystal
1 Raw Telecrystal
|
Cost: 1 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
A telecrystal in its rawest and purest form; can be utilized on active uplinks to increase their telecrystal count. Can be crushed in hand to be teleported 3 to 6 tiles in the direction you are facing.
|
|
5 Raw Telecrystals
5 Raw Telecrystals
|
Cost: 5 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
Five telecrystals in their rawest and purest form; can be utilized on active uplinks to increase their telecrystal count. Can be crushed in hand to be teleported 3 to 6 tiles in the direction you are facing.
|
|
20 Raw Telecrystals
20 Raw Telecrystals
|
Cost: 20 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
Twenty telecrystals in their rawest and purest form; can be utilized on active uplinks to increase their telecrystal count. Can be crushed in hand to be teleported 3 to 6 tiles in the direction you are facing.
|
|
Conspicuous and Dangerous Weapons
84mm Rocket Propelled Grenade Launcher
84mm Rocket Propelled Grenade Launcher
|
Cost: 8 TC Gamemode: Nuclear Operative
|
Description
|
A reusable rocket propelled grenade launcher preloaded with a low-yield 84mm HE round. Crew is hiding inside body bags again? Surprise them with an HE rocket. Durand ruining your day? Hit it with a high-yield HEDP rocket.
|
|
Backstabbing Switchblade
Backstabbing Switchblade
|
Cost: 3 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
This switchblade has a unique shape that makes it especially lethal when lodged in someone's backside. Still does a moderate amount of damage when applied from the front.
|
|
Banana Cream Pie Cannon
Banana Cream Pie Cannon
|
Cost: 10 TC Gamemode: Clown Ops
|
Description
|
A special pie cannon for a special clown, this gadget can hold up to 20 pies and automatically fabricates one every two seconds!
|
|
Bananium Energy Shield
Bananium Energy Shield
|
Cost: 16 TC Gamemode: Clown Ops
|
Description
|
A clown's most powerful defensive weapon, this personal shield provides near immunity to ranged energy attacks by bouncing them back at the ones who fired them. It can also be thrown to bounce off of people, slipping them, and returning to you even if you miss. WARNING: DO NOT ATTEMPT TO STAND ON SHIELD WHILE DEPLOYED, EVEN IF WEARING ANTI-SLIP SHOES.
|
|
Bananium Energy Sword
Bananium Energy Sword
|
Cost: 3 TC Gamemode: Clown Ops
|
Description
|
An energy sword that is incapable of physical harm, but will slip anyone it contacts, be it by melee attack, thrown impact, or just stepping on it. Beware friendly fire, as even anti-slip shoes will not protect against it.
|
|
Biohazardous Chemical Sprayer
Biohazardous Chemical Sprayer
|
Cost: 20 TC Gamemode: Nuclear Operative, Clown Ops
|
Description
|
A handheld chemical sprayer that allows a wide dispersal of selected chemicals. Especially tailored by Vahlen Pharmaceuticals, the deadly blend it comes stocked with will disorient, damage, and disable your foes... Use with extreme caution, as anyone caught by the spray will die a quick and painful death if not treated immediately or wearing protective clothing.
|
|
Bo Staff
Bo Staff
|
Cost: 8 TC Gamemode: Traitor, Nuclear Operative, Clown Ops
|
Description
|
A wielded wooden staff that can be used to incapacitate opponents if intending to disarm.
|
|
Box of Throwing Weapons
Box of Throwing Weapons
|
Cost: 3 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Contents
|
Description
|
|
A box of shurikens and reinforced bolas from ancient Earth martial arts. They are highly effective throwing weapons. Throwing stars will deal heavy brute damage on hit and automatically embed, causing further brute and bleeding over time. Reinforced bolas knock down targets and take longer to remove than normal bolas.
|
|
Bulldog Shotgun
Bulldog Shotgun
|
Cost: 8 TC Gamemode: Nuclear Operative
|
Description
|
A fully-loaded semi-automatic drum-fed shotgun. Compatible with all 12g rounds. Designed for close quarter anti-personnel engagements.
|
|
Buster Arm
Buster Arm
|
Cost: 15 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops Player Requirement: 25
|
Contents
|
Description
|
|
A box containing a combat-focused prosthetic left arm that can be attached on contact; It is intended for close combat and possesses immense strength. With it, the user can send people and heavy objects flying and even tear down solid objects like they're wet paper. To close the distance with ranged opponents, a grappling hook can be ejected from the arm which momentarily keeps victims in place. Landing any moves granted by the arm will give the user a 50% boost to defenses for a few seconds after. Due to its unorthodox nature, the box includes three monkey cubes to familiarize the user with the arm functions. Can be interacted with in-hand to switch which arm it will replace and be attached on the spot. Will prevent the usage of gloves once installed.
|
|
C-20r Submachine Gun
C-20r Submachine Gun
|
Cost: 10 TC Gamemode: Nuclear Operative
|
Description
|
A fully-loaded Scarborough Arms bullpup submachine gun. The C-20r fires .45 rounds with a 24-round magazine and is compatible with suppressors.
|
|
Double-Bladed Energy Sword
Double-Bladed Energy Sword
|
Cost: 16 TC Gamemode: Nuclear Operative Player Requirement: 25
|
Description
|
The double-bladed energy sword does slightly more damage than a standard energy sword and will deflect all energy projectiles, but requires two hands to wield.
|
|
Energy Sword
Energy Sword
|
Cost: 8 TC Gamemode: Traitor, Nuclear Operative
|
Description
|
The energy sword 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.
|
|
Energy Shield
Energy Shield
|
Cost: 16 TC Gamemode: Nuclear Operative
|
Description
|
An incredibly useful personal shield projector, capable of reflecting energy projectiles and defending against other attacks. Pair with an Energy Sword for a killer combination.
|
|
Extended Capacity Hyper-Soaker
Extended Capacity Hyper-Soaker
|
Cost: 2 TC Gamemode: Traitor, Nuclear Operative, Infiltrator
|
Description
|
A simple yet effective way of applying chemicals to a target's skin. Comes with a high-power nozzle and larger tank.
|
|
Flamethrower
Flamethrower
|
Cost: 4 TC Gamemode: Nuclear Operative
|
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.
|
|
GasHarpoon
GasHarpoon
|
Cost: 10 TC Gamemode: Traitor, Nuclear Operative, Clown Ops
|
Description
|
A repurposed space-whaling tool attached to a glove, can be used as a sturdy weapon in both hands, or worn as a glove to allow access to its harpoon.
|
|
Gloves of the North Star
Gloves of the North Star
|
Cost: 8 TC Gamemode: Traitor, Nuclear Operative, Clown Ops
|
Description
|
These gloves let the user punch people very fast. Does not improve weapon attack speed or the meaty fists of a hulk.
|
|
Hardlight Bow
Hardlight Bow
|
Cost: 6 TC Gamemode: Traitor, Nuclear Operative, Infiltrator Player Requirement: 25
|
Description
|
A modern bow that can fabricate hardlight arrows, designed for silent takedowns of targets. Can zoom to see further away, able to shoot regular lethal hardlight arrows and xray arrows going through walls and irradiating targets.
|
|
Holoparasites
Holoparasites
|
Cost: 15 TC Gamemode: Traitor, Nuclear Operative, Clown Ops Player Requirement: 25
|
Description
|
Though capable of near sorcerous feats via use of hardlight holograms and nanomachines, they require an organic host as a home base and source of fuel. Holoparasites come in various types and share damage with their host. When the injector is used, it will attempt to summon a Ghost player to take on the role of a spirit-like entity living in your body. You will also be able to detect the nearby presence of other individuals with holoparasites while you host one. Ranged holoparasites is mutually exclusive with ranged weaponry and sleeping carp.
|
|
K-41s Designated Marksman Rifle
K-41s Designated Marksman Rifle
|
Cost: 12 TC Gamemode: Nuclear Operative
|
Description
|
A long-range rifle that fires powerful 7.62mm rounds from an 11-round magazine. It possesses a short-range scope to better see over distances.
|
|
L6 Squad Automatic Weapon
L6 Squad Automatic Weapon
|
Cost: 20 TC Gamemode: Nuclear Operative
|
Description
|
A fully-loaded Aussec Armoury belt-fed machine gun. This deadly weapon has a massive 50-round magazine of devastating 7.12x82mm ammunition.
|
|
M-546 Osprey
M-546 Osprey
|
Cost: 36 TC Gamemode: Nuclear Operative
|
Description
|
A fully-loaded minigun which packs a big punch. This deadly giant weapon has a massive 500-round magazine of devastating 5.46mm caseless ammunition. Slaughter your enemies through sheer force, prone to overheating with extended use. We made this gun so advanced that it fires the whole bullet. Thats 60% more bullet per bullet and no more useless casings! Forgot to add a cooling system though so don't shoot at the crew for too long!
|
|
M-90gl Rifle
M-90gl Rifle
|
Cost: 18 TC Gamemode: Nuclear Operative
|
Description
|
A fully-loaded, specialized three-round burst rifle that fires 5.56mm ammunition from a 30 round magazine with a toggleable 40mm underbarrel grenade launcher.
|
|
Power Fist
Power Fist
|
Cost: 6 TC Gamemode: Traitor, Nuclear Operative, Clown Ops
|
Description
|
The power-fist is a metal gauntlet with a built-in piston-ram powered by an external gas supply. Upon hitting a target, the piston-ram will extend forward to make contact for some serious damage. Using a wrench on the piston valve will allow you to tweak the amount of gas used per punch to deal extra damage and hit targets further. Use a screwdriver to take out any attached tanks.
|
|
Romerol
Romerol
|
Cost: 25 TC Gamemode: Traitor, Nuclear Operative, Clown Ops Objectives Required: Hijack, Martyr
|
Contents
|
Description
|
|
A highly experimental bioterror agent which creates dormant nodules to be etched into the grey matter of the brain. On death, these nodules take control of the dead body, causing limited revivification, along with slurred speech, aggression, and the ability to infect others with this agent.
|
|
Sniper Rifle
Sniper Rifle
|
Cost: 16 TC Gamemode: Nuclear Operative
|
Description
|
Ranged fury, Syndicate style. Guaranteed to cause shock and awe or your TC back!
|
|
Stechkin Pistol
Stechkin Pistol
|
Cost: 5 TC Gamemode: Traitor, Infiltrator, Nuclear Operative
|
Description
|
A small, easily concealable handgun that uses 10mm auto rounds in 10-round magazines and is compatible with suppressors. Pacifists get a version loaded with soporific rounds. Ammo is included.
|
|
Surplus Rifle
Surplus Rifle
|
Cost: 1 TC Gamemode: Nuclear Operative
|
Description
|
A horribly outdated bolt action weapon. You've got to be desperate to use this. Fully loaded on purchase.
|
|
Syndicate Revolver
Syndicate Revolver
|
Cost: 6 TC Gamemode: Traitor, Infiltrator, Nuclear Operative
|
Description
|
A brutally simple Syndicate revolver that fires .357 Magnum rounds and has 7 chambers.
|
|
Toy Submachine Gun
Toy Submachine Gun
|
Cost: 5 TC Gamemode: Nuclear Operative, Clown Ops
|
Description
|
A fully-loaded Donksoft bullpup submachine gun that fires riot grade darts with a 20-round magazine.
|
|
Toy Machine Gun
Toy Machine Gun
|
Cost: 10 TC Gamemode: Nuclear Operative, Clown Ops
|
Description
|
A fully-loaded Donksoft belt-fed machine gun. This weapon has a massive 50-round magazine of devastating riot grade darts, that can briefly incapacitate someone in just one volley.
|
|
Toy Pistol with Riot Darts
Toy Pistol with Riot Darts
|
Cost: 1 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
An innocent-looking toy pistol designed to fire foam darts. Comes loaded with riot-grade darts effective at incapacitating a target.
|
|
Vxtvul Hammer
Vxtvul Hammer
|
Cost: 8 TC Gamemode: Nuclear Operative
|
Description
|
The Vxtvul Hammer is a sledgehammer once utilized by the ancient Vxtrin species. This weapon must be wielded in two hands to be used effectively, but possesses high armor penetration. In addition, the user can charge the hammer to enable a thunderous blow that will decimate construction in a single hit, do sizeable damage to mechs, or shatter people off of their feet. The battery is charged by the user's concentration.
|
|
Stealthy and Inconspicuous Weapons
Bluespace Projectile Weapon Disrupter
Bluespace Projectile Weapon Disrupter
|
Cost: 1 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
Hidden in an ordinary-looking playing card, this device will teleport an opponent's gun to your hand when they fire at you. Just make sure to hold this in your hand!
|
|
Camera Flash
Camera Flash
|
Cost: 4 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
A camera with an upgraded flashbulb. Can be used much like a handheld flash except with a longer cooldown between uses, allowing the bulb to cool down; avoid burning out altogether.
|
|
Cloaker Belt
Cloaker Belt
|
Cost: 10 TC (20 TC for Ops) Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
A tactical belt that renders the wearer invisible while active. Has a short charge that is refilled in darkness; only charges when in use.
|
|
Combat Gloves Plus
Combat Gloves Plus
|
Cost: 5 TC Gamemode: Nuclear Operative, Clown Ops
|
Description
|
A pair of gloves that are fireproof and shock resistant, however unlike the regular Combat Gloves this one uses nanotechnology to learn the abilities of krav maga to the wearer.
|
|
CQC Manual
CQC Manual
|
Cost: 13 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
A manual that teaches a single user tactical Close-Quarters Combat before self-destructing.
Remember The Basics
All of your unarmed attacks deal stamina damage instead of your normal physical damage type.
Punching (Combat Mode): Will deal more stamina damage, and hitting a standing opponent while you are prone will both knock them down and stand you up. Has a reduced attack cooldown.
Shoving (Right Click): Immediately disarms the opponent's main hand. Has a reduced attack cooldown.
Grabbing (Ctrl Click): Has a significantly reduced attack cooldown, allowing you to quickly increase the strength of your grabs.
Dislocate: Disarm Harm. Disables the targeted limb or a random limb if the head or chest are targeted.
CQC Kick: Disarm Disarm. Knocks a standing opponent away and slows them. Deals heavy stamina damage and mutes targets that are prone in addition to resetting the stamina regen timer.
Slam: Harm Disarm. Slam opponent into the ground, knocking them down and dealing decent stamina damage.
Discombobulate: Harm Harm. Offensive move, deals bonus stamina damage and confuses the target.
Restrain: Getting a target into an aggressive grab locks them into a restraining position, briefly stunning them.
Chokehold: Disarming a target you have aggressively grabbed will attempt to choke them unconscious.
|
|
Dart Pistol
Dart Pistol
|
Cost: 4 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
A miniaturized version of a normal syringe gun. It is very quiet when fired and can fit into any space a small item can.
|
|
Dehydrated Space Carp
Dehydrated Space Carp
|
Cost: 1 TC Gamemode: Traitor, Nuclear Operative, Clown Ops
|
Description
|
Looks like a plush toy carp, but just add water and it becomes a real-life space carp! Activate in your hand before use so it knows not to kill you.
|
|
Energy Dagger
Energy Dagger
|
Cost: 2 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
A dagger made of energy that looks and functions as a pen when off.
|
|
Explosive Airlock Charge
Explosive Airlock Charge
|
Cost: 2 TC Gamemode: Traitor, Infiltrator, Clown Ops
|
Description
|
A small, easily concealable device. It can be applied to an open airlock panel, booby-trapping it. The next person to open that airlock will trigger an explosion, knocking them down and destroying the airlock maintenance panel.
|
|
Martial Arts Scroll
Martial Arts Scroll
|
Cost: 14 TC Gamemode: Traitor Player Requirement: 20
|
Description
|
This scroll contains the secrets of an ancient martial arts technique known as Sleeping Carp. You will master unarmed combat, deflecting ranged weapon fire when you have enough focus, but you also refuse to use dishonorable ranged weaponry, including ranged holoparasites.
Recall Teachings
|
|
Miniature Energy Crossbow
Miniature Energy Crossbow
|
Cost: 5 TC Gamemode: Traitor, Infiltrator, Clown Ops
|
Description
|
A short bow mounted across a tiller in miniature. Small enough to fit into a pocket or slip into a bag unnoticed. It will synthesize and fire bolts tipped with some debilitating toxins that will irradiate and tire, causing them to be silenced. It can produce an infinite number of bolts, but takes time to automatically recharge after each shot.
|
|
Boxed Origami Kit
Boxed Origami Kit
|
Cost: 14 TC Gamemode: Traitor, Infiltrator, Clown Ops
|
Contents
|
Description
|
|
This box contains a guide on how to craft masterful works of origami, allowing you to transform normal pieces of paper into perfectly aerodynamic (and potentially lethal) paper airplanes.
|
|
Poison Kit
Poison Kit
|
Cost: 5 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Contents
|
Description
|
|
An assortment of deadly and illegal chemicals packed into a compact box. Comes in special 30u syringes for more precise application alongside an extra 30u syringe for your own mix. Included Poisons:
|
|
Sleepy Pen
Sleepy Pen
|
Cost: 4 TC Gamemode: Traitor, Infiltrator, Clown Ops
|
Description
|
A syringe disguised as a functional pen, filled with a potent mix of drugs, including a strong anesthetic and a chemical that prevents the target from speaking. The pen holds one dose of the mixture. Note that before the target falls asleep, they will be able to move and act.
|
|
Suppressor
Suppressor
|
Cost: 1 TC Gamemode: Traitor, Infiltrator, Nuclear Operative
|
Description
|
This suppressor will silence the shots of the weapon it is attached to for increased stealth and superior ambushing capability. It is compatible with many small ballistic guns including the Stechkin and C-20r, but not revolvers or energy guns.
|
|
Toy Baseball Bat
Toy Baseball Bat
|
Cost: 6 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
A weighted solid plastic baseball bat, perfect for knocking the wind out of people.
|
|
Ammunition
Pair of 10mm Handgun Magazines
Pair of 10mm Handgun Magazines
|
Cost: 1 TC Gamemode: Traitor, Infiltrator, Nuclear Operative
|
Contents
|
Description
|
|
A box that contains two additional 10-round 10mm magazines; compatible with the Stechkin Pistol.
|
|
10mm Armour Piercing Magazine
10mm Armour Piercing Magazine
|
Cost: 1 TC Gamemode: Traitor, Infiltrator, Nuclear Operative
|
Description
|
An additional 10-round 10mm magazine; compatible with the Stechkin Pistol. These rounds are less effective at injuring the target but penetrate protective gear.
|
|
10mm Hollow Point Magazine
10mm Hollow Point Magazine
|
Cost: 1 TC Gamemode: Traitor, Infiltrator, Nuclear Operative
|
Description
|
An additional 10-round 10mm magazine; compatible with the Stechkin Pistol. These rounds are more damaging but ineffective against armour.
|
|
10mm Incendiary Magazine
10mm Incendiary Magazine
|
Cost: 1 TC Gamemode: Traitor, Infiltrator, Nuclear Operative
|
Description
|
An additional 10-round 10mm magazine; compatible with the Stechkin Pistol. Loaded with incendiary rounds which inflict reduced damage, but ignite the target.
|
|
Pair of 10mm Soporific Magazines
Pair of 10mm Soporific Magazines
|
Cost: 1 TC Gamemode: Traitor, Infiltrator, Nuclear Operative
|
Contents
|
Description
|
|
A box that contains 2 additional 10-round 10mm magazines; compatible with the Stechkin Pistol. These rounds will deliver small doses of tranqulizers on hit, knocking the target out after a few successive hits."
|
|
10mm EMP Magazine
10mm EMP Magazine
|
Cost: 1 TC Gamemode: Traitor, Infiltrator, Nuclear Operative
|
Description
|
An additional 10-round 10mm magazine; compatible with the Stechkin Pistol. Loaded with bullets which release micro-electromagnetic pulses on hit, disrupting electronics on the target hit.
|
|
12g Ammo Duffel Bag
12g Ammo Duffel Bag
|
Cost: 12 TC Gamemode: Nuclear Operative
|
Contents
|
Description
|
|
A duffel bag filled with enough 12g ammo to supply an entire team, at a discounted price.
|
|
12g Buckshot Drum
12g Buckshot Drum
|
Cost: 2 TC Gamemode: Nuclear Operative
|
Description
|
An additional 8-round buckshot magazine for use with the Bulldog shotgun. Front towards enemy.
|
|
12g Dragon's Breath Drum
12g Dragon's Breath Drum
|
Cost: 2 TC Gamemode: Nuclear Operative
|
Description
|
An alternative 8-round dragon's breath magazine for use in the Bulldog shotgun. 'I'm a fire starter, twisted fire starter!'
|
|
12g Frag-12 Drum
12g Frag-12 Drum
|
Cost: 3 TC Gamemode: Nuclear Operative
|
Description
|
An alternative 8-round frag-12 magazine for use in the Bulldog shotgun. 'Collateral is my favorite kind of damage!'
|
|
12g Meteorslug Shells
12g Meteorslug Shells
|
Cost: 2 TC Gamemode: Nuclear Operative
|
Description
|
An alternative 8-round meteorslug magazine for use in the Bulldog shotgun. Great for blasting airlocks off their frames and knocking down enemies.
|
|
12g Slug Drum
12g Syndicate Slug Drum
|
Cost: 2 TC Gamemode: Nuclear Operative
|
Description
|
An additional 8-round slug magazine for use with the Bulldog shotgun. Now 8 times less likely to shoot your pals.
|
|
12g Flechette Drum
12g Flechette Drum
|
Cost: 3 TC Gamemode: Nuclear Operative
|
Description
|
An alternative 8-round flechette magazine for use with the Bulldog shotgun. Tighter spread and armor penetration; make 'em bleed.
|
|
.357 Speed Loader Box
.357 Speed Loader Box
|
Cost: 1 TC Gamemode: Traitor, Infiltrator, Nuclear Operative
|
Contents
|
Description
|
|
A box with two .357 speed loaders. These speed loaders contain seven .357 rounds each; usable with the Syndicate revolver.
|
|
.357 Ironfeather Speed Loader Box
.357 Ironfeather Speed Loader Box
|
Cost: 1 TC Gamemode: Traitor, Infiltrator, Nuclear Operative
|
Contents
|
Description
|
|
A box with two .357 Ironfeather speed loaders. These speed loaders contain seven .357 Ironfeather shells; usable with the Syndicate revolver. Ironfeather shells contain six pellets which are less damaging than buckshot but mildly better over range.
|
|
.357 Nutcracker Speed Loader
.357 Nutcracker Speed Loader
|
Cost: 1 TC Gamemode: Traitor, Infiltrator, Nuclear Operative
|
Description
|
A speed loader that contains seven additional .357 Nutcracker rounds; usable with the Syndicate revolver. These rounds lose moderate stopping power in exchange for being able to rapidly destroy doors and windows.
|
|
.357 Metalshock Speed Loader
.357 Metalshock Speed Loader
|
Cost: 1 TC Gamemode: Traitor, Infiltrator, Nuclear Operative
|
Description
|
A speed loader that contains seven additional .357 Metalshock rounds; usable with the Syndicate revolver. These rounds convert some lethality into an electric payload, which can bounce between targets.
|
|
.357 Heartpiercer Speed Loader
.357 Heartpiercer Speed Loader
|
Cost: 1 TC Gamemode: Traitor, Infiltrator, Nuclear Operative
|
Description
|
A speed loader that contains seven additional .357 Heartpiercer rounds; usable with the Syndicate revolver. These rounds are less damaging, but penetrate through armor and up to two bodies at once.
|
|
.357 Wallstake Speed Loader
.357 Wallstake Speed Loader
|
Cost: 1 TC Gamemode: Traitor, Infiltrator, Nuclear Operative
|
Description
|
A speed loader that contains seven additional .357 Wallstake rounds; usable with the Syndicate revolver. These blunt rounds are less damaging but can knock people against walls.
|
|
40mm Grenade
40mm Grenade
|
Cost: 2 TC Gamemode: Nuclear Operative
|
Description
|
A 40mm HE grenade for use with the M-90gl's under-barrel grenade launcher. Your teammates will ask you to not shoot these down small hallways.
|
|
.45 Ammo Duffel Bag
.45 Ammo Duffel Bag
|
Cost: 20 TC Gamemode: Nuclear Operative
|
Contents
|
Description
|
|
A duffel bag filled with enough .45 ammo to supply an entire team, at a discounted price.
|
|
.45 SMG Magazine
.45 SMG Magazine
|
Cost: 3 TC Gamemode: Nuclear Operative
|
Description
|
An additional 24-round .45 magazine suitable for use with the C-20r submachine gun.
|
|
.45 Armor-Piercing SMG Magazine
.45 Armor-PiercingSMG Magazine
|
Cost: 4 TC Gamemode: Nuclear Operative
|
Description
|
An additional 24-round .45 magazine suitable for use with the C-20r submachine gun. These rounds deal reduced damage but will bypass most protective gear.
|
|
.45 Hollow-Point SMG Magazine
.45 Hollow-Point SMG Magazine
|
Cost: 3 TC Gamemode: Nuclear Operative
|
Description
|
An additional 24-round .45 magazine suitable for use with the C-20r submachine gun. These rounds deal high damage but are weak against body armor.
|
|
.45 Venom SMG Magazine
.45 Venom SMG Magazine
|
Cost: 4 TC Gamemode: Nuclear Operative
|
Description
|
An additional 24-round .45 magazine suitable for use with the C-20r submachine gun. These rounds deal reduced damage but inject venom into targets.
|
|
.50 Magazine
.50 Magazine
|
Cost: 4 TC Gamemode: Nuclear Operative
|
Description
|
An additional standard 6-round magazine for use with .50 sniper rifles.
|
|
.50 Penetrator Magazine
.50 Penetrator Magazine
|
Cost: 5 TC Gamemode: Nuclear Operative
|
Description
|
A 5-round magazine of penetrator ammo designed for use with .50 sniper rifles. Can pierce through anything until the end of its range.
|
|
.50 Soporific Magazine
.50 Soporific Magazine
|
Cost: 6 TC Gamemode: Nuclear Operative
|
Description
|
A 3-round magazine of soporific ammo designed for use with .50 sniper rifles. Put your enemies to sleep today!
|
|
5.56mm Toploader Magazine
5.56mm Toploader Magazine
|
Cost: 4 TC Gamemode: Nuclear Operative
|
Description
|
An additional 30-round 5.56mm magazine; suitable for use with the M-90gl rifle. These bullets pack less punch than 7.12x82mm rounds, but they still offer more power than .45 ammo.
|
|
5.56mm Armor-Piercing Toploader Magazine
5.56mm Armor-Piercing Toploader Magazine
|
Cost: 6 TC Gamemode: Nuclear Operative
|
Description
|
An additional 30-round 5.56mm magazine; suitable for use with the M-90gl rifle. These rounds are less damaging but puncture through armor easily.
|
|
5.56mm Incendiary Toploader Magazine
5.56mm Incendiary Toploader Magazine
|
Cost: 4 TC Gamemode: Nuclear Operative
|
Description
|
An additional 30-round 5.56mm magazine; suitable for use with the M-90gl rifle. These rounds are less damaging but ignite targets.
|
|
7.12x82mm Box Magazine
7.12x82mm Box Magazine
|
Cost: 6 TC Gamemode: Nuclear Operative
|
Description
|
A 50-round magazine of 7.12x82mm ammunition for use with the L6 SAW. By the time you need to use this, you'll already be standing on a pile of corpses.
|
|
7.12x82mm (Armor Penetrating) Box Magazine
7.12x82mm (Armor Penetrating) Box Magazine
|
Cost: 9 TC Gamemode: Nuclear Operative
|
Description
|
A 50-round magazine of 7.12x82mm ammunition for use in the L6 SAW; equipped with special properties to puncture even the most durable armor.
|
|
7.12x82mm (Hollow-Point) Box Magazine
7.12x82mm (Hollow-Point) Box Magazine
|
Cost: 6 TC Gamemode: Nuclear Operative
|
Description
|
A 50-round magazine of 7.12x82mm ammunition for use in the L6 SAW; equipped with hollow-point tips to help with the unarmored masses of crew.
|
|
7.12x82mm (Incendiary) Box Magazine
7.12x82mm (Incendiary) Box Magazine
|
Cost: 6 TC Gamemode: Nuclear Operative
|
Description
|
A 50-round magazine of 7.12x82mm ammunition for use in the L6 SAW; tipped with a special flammable mixture that'll ignite anyone struck by the bullet. Some men just want to watch the world burn.
|
|
7.62mm Rifle Magazine
7.62mm Rifle Magazine
|
Cost: 3 TC Gamemode: Nuclear Operative
|
Description
|
A standard 11-round magazine for the K-41s DMR. Filled with 7.62mm rounds.
|
|
7.62mm Raze Rifle Magazine
7.62mm Raze Rifle Magazine
|
Cost: 4 TC Gamemode: Nuclear Operative
|
Description
|
An alternative 11-round magazine for the K-41s DMR. Filled with Raze 7.62mm rounds. These rounds do notably less damage, but release radium dust in targets that severely damages their DNA structure.
|
|
7.62mm Anti-Material Rifle Magazine
7.62mm Anti-Material Rifle Magazine
|
Cost: 5 TC Gamemode: Nuclear Operative
|
Description
|
An alternative 11-round magazine for the K-41s DMR. Filled with anti-material 7.62mm rounds. These rounds offer less stopping power, but pierce through a couple of objects before stopping.
|
|
7.62mm Vulcan Rifle Magazine
7.62mm Vulcan Rifle Magazine
|
Cost: 4 TC Gamemode: Nuclear Operative
|
Description
|
An alternative 11-round magazine for the K-41s DMR. Filled with Vulcan 7.62mm rounds. These rounds are loaded with an incendiary payload that causes fire to erupt out upon impact.
|
|
84mm HE Rocket
84mm HE Rocket
|
Cost: 4 TC Gamemode: Nuclear Operative
|
Description
|
A low-yield anti-personnel HE rocket. Gonna take you out in style!
|
|
84mm HEDP Rocket
84mm HEDP Rocket
|
Cost: 6 TC Gamemode: Nuclear Operative
|
Description
|
A high-yield HEDP rocket; extremely effective against armored targets, as well as surrounding personnel. Strike fear into the hearts of your enemies.
|
|
9mm Handgun Magazine
9mm Handgun Magazine
|
Cost: 2 TC Gamemode: Nuclear Operative
|
Description
|
An additional 15-round 9mm magazine, compatible with the Stechkin APS pistol, found in the Spetsnaz Pyro bundle.
|
|
Box of Riot Darts
Box of Riot Darts
|
Cost: 1 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
A box of 40 Donksoft riot darts, for reloading any compatible foam dart magazine. Don't forget to share!
|
|
Box of Bioterror Syringes
Box of Bioterror Syringes
|
Cost: 6 TC Gamemode: Nuclear Operative, Clown Ops
|
Contents
|
Description
|
|
A box full of preloaded syringes, containing various chemicals that seize up the victim's motor and broca systems, making it impossible for them to move or speak for some time.
|
|
Surplus Rifle Clip
Surplus Rifle Clip
|
Cost: 1 TC Gamemode: Nuclear Operative
|
Description
|
A stripper clip used to quickly load bolt action rifles. Contains 5 rounds.
|
|
Dark Gygax Ammo Bag
Dark Gygax Ammo Bag
|
Cost: 4 TC Gamemode: Nuclear Operative
|
Contents
|
Description
|
|
A duffel bag containing ammo for three full reloads of the incendiary carbine and flash bang launcher that are equipped on a standard Dark Gygax exosuit.
|
|
Mauler Ammo Bag
Mauler Ammo Bag
|
Cost: 6 TC Gamemode: Nuclear Operative
|
Contents
|
Description
|
|
A duffel bag containing ammo for three full reloads of the LMG, scattershot carbine, and SRM-8 missile launcher that are equipped on a standard Mauler exosuit.
|
|
Pair of 10mm Caseless Magazines
Pair of 10mm Caseless Magazines
|
Cost: 1 TC Gamemode: Traitor, Infiltrator, Nuclear Operative
|
Contents
|
Description
|
|
A box that contains two additional 10-round 10mm magazines; compatible with the Stechkin Pistol. These rounds will leave no casings behind when fired.
|
|
Grenades and Explosives
Bioterror Foam Grenade
Bioterror Foam Grenade
|
Cost: 5 TC Gamemode: Nuclear Operative, Clown Ops
|
Description
|
A powerful chemical foam grenade which creates a deadly torrent of foam that will mute, blind, confuse, mutate, and irritate carbon lifeforms. Specially brewed by Tiger Cooperative chemical weapons specialists using additional spore toxin. Ensure suit is sealed before use.
|
|
Bombanana
Bombanana
|
Cost: 4 TC Gamemode: Clown Ops
|
Description
|
A banana with an explosive taste! discard the peel quickly, as it will explode with the force of a Syndicate minibomb a few seconds after the banana is eaten.
|
|
BomberMan Program
BomberMan Program
|
Cost: 6 TC Gamemode: Traitor, Nuclear Operative, Clown Ops
|
Description
|
This program gives you four opportunities to detonate PDAs and computers 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.
|
|
Buzzkill Grenade Box
Buzzkill Grenade Box
|
Cost: 6 TC Gamemode: Nuclear Operative, Clown Ops
|
Contents
|
Description
|
|
A box with three grenades that release a swarm of angry bees upon activation. These bees indiscriminately attack friend or foe with random toxins.
|
|
Composition C-4
Composition C-4
|
Cost: 1 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
C-4 is plastic explosive of the common variety Composition C. You can use it to breach walls, sabotage equipment, or connect an assembly to it in order to alter the way it detonates. It can be attached to almost all objects and has a modifiable timer with a minimum setting of 10 seconds.
|
|
Bag of C-4 explosives
Bag of C-4 explosives
|
Cost: 8 TC Gamemode: Traitor, Nuclear Operative, Clown Ops
|
Contents
|
Description
|
|
Because sometimes quantity is quality. Contains 10 C-4 plastic explosives.
|
|
Bag of X-4 explosives
Bag of X-4 explosives
|
Cost: 4 TC Gamemode: Traitor, Nuclear Operative, Clown Ops
|
Contents
|
Description
|
|
Contains 3 X-4 shaped plastic explosives. Similar to C4, but with a stronger blast that is directional instead of circular. X-4 can be placed on a solid surface, such as a wall or window, and it will blast through the wall, injuring anything on the opposite side, while being safer to the user. For when you want a controlled explosion that leaves a wider, deeper, hole.
|
|
Clown Bomb
Clown Bomb
|
Cost: 15 TC Gamemode: Clown Ops
|
Description
|
The Clown bomb is a hilarious device capable of massive pranks. It has an adjustable timer, with a minimum of 60 seconds, and can be bolted to the floor with a wrench to prevent movement. The bomb is bulky and cannot be moved; upon ordering this item, a smaller beacon will be transported to you that will teleport the actual bomb to it upon activation. Note that this bomb can be defused, and some crew may attempt to do so.
|
|
EMP Grenades and Implanter Kit
EMP Grenades and Implanter Kit
|
Cost: 2 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Contents
|
Description
|
|
A box that contains five EMP grenades and an EMP implant with three uses. Useful to disrupt communications, security's energy weapons and silicon lifeforms when you're in a tight spot.
|
|
Exploding Rubber Duck
Exploding Rubber Duck
|
Cost: 4 TC Gamemode: Clown Ops
|
Description
|
A seemingly innocent rubber duck. When placed, it arms, and will violently explode when stepped on.
|
|
Explosive Wheelchair
Explosive Wheelchair
|
Cost: 4 TC Gamemode: Traitor Objectives Required: Martyr
|
Description
|
A wheelchair with a hidden, devastating bomb in it. When activated while sitting it in, the wheelchair's bell will ding, then the wheelchair will explode two seconds afterward, causing a moderate explosion that will gib the user.
|
|
Frag Grenade
Frag Grenade
|
Cost: 3 TC Gamemode: Traitor
|
Description
|
Simple, but lethal. Anything adjacent when it explodes will be heavily damaged. Likely to cause a small hull breach.
|
|
Fungal Tuberculosis Grenade
Fungal Tuberculosis Grenade
|
Cost: 12 TC Gamemode: Nuclear Operative, Clown Ops
|
Description
|
A primed bio-grenade packed into a compact box. Comes with five Bio Virus Antidote Kit (BVAK) autoinjectors for rapid application on up to two targets each, a syringe, and a bottle containing the BVAK solution.
|
|
Grenadier's belt
Grenadier's belt
|
Cost: 22 TC Gamemode: Nuclear Operative
|
Contents
|
Description
|
|
A belt containing 26 lethally dangerous and destructive grenades. Comes with an extra multitool and screwdriver.
|
|
High Yield Exploding Rubber Duck
High Yield Exploding Rubber Duck
|
Cost: 10 TC Gamemode: Clown Ops
|
Description
|
A seemingly innocent rubber duck. When placed, it arms, and will violently explode when stepped on. This variant has been fitted with high yield X4 charges for a larger explosion.
|
|
Pizza Bomb
Pizza Bomb
|
Cost: 6 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
A pizza box with a bomb cunningly attached to the lid. The timer needs to be set by opening the box; afterwards, opening the box again will trigger the detonation after the timer has elapsed. Comes with free pizza, for you or your target!
|
|
Slipocalypse Clusterbang
Slipocalypse Clusterbang
|
Cost: 3 TC Gamemode: Traitor, Nuclear Operative, Clown Ops
|
Description
|
A traditional clusterbang grenade with a payload consisting entirely of Syndicate soap. Useful in any scenario!
|
|
Suicide Vest
Suicide Vest
|
Cost: 7 TC Gamemode: Traitor, Nuclear Operative, Clown Ops
|
Description
|
An autolocking, voice activated suicide vest. The electronics inside are so crude it only functions in inclusive mode. Once it's on, it can never be removed.
|
|
Syndicate Bomb
Syndicate Bomb
|
Cost: 11 TC Gamemode: Traitor, Nuclear Operative, Clown Ops
|
Description
|
The Syndicate bomb is a fearsome device capable of massive destruction. It has an adjustable timer, with a minimum of 60 seconds, and can be bolted to the floor with a wrench to prevent movement. The bomb is bulky and cannot be moved; upon ordering this item, a smaller beacon will be transported to you that will teleport the actual bomb to it upon activation. Note that this bomb can be defused, and some crew may attempt to do so. The bomb core can be pried out and manually detonated with other explosives.
|
|
Syndicate EMP Bomb
Syndicate EMP Bomb
|
Cost: 7 TC Gamemode: Traitor, Nuclear Operative, Clown Ops
|
Description
|
A variation of the syndicate bomb designed to produce a large EMP effect.
|
|
Syndicate Detonator
Syndicate Detonator
|
Cost: 3 TC Gamemode: Nuclear Operative, Clown Ops
|
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.
|
|
Syndicate Minibomb
Syndicate Minibomb
|
Cost: 6 TC Gamemode: Nuclear Operative
|
Description
|
The minibomb is a grenade with a five-second fuse. Upon detonation, it will create a small hull breach in addition to dealing high amounts of damage to nearby personnel.
|
|
Syndicate Trapped Disk
Syndicate Trapped Disk
|
Cost: 5 TC Gamemode: Traitor, Infiltrator, Nuclear Operative
|
Description
|
A bomb disguised as a syndicate disk that triggers on removal or when tampered with. Nanotrasen IT staff will likely be able to identify its true nature at a glance.
|
|
Tearstache Grenade
Tearstache Grenade
|
Cost: 3 TC Gamemode: Clown Ops
|
Description
|
A teargas grenade that launches sticky moustaches onto the face of anyone not wearing a clown or mime mask. The moustaches will remain attached to the face of all targets for one minute, preventing the use of breath masks and other such devices.
|
|
Viscerator Delivery Grenade
Viscerator Delivery Grenade
|
Cost: 5 TC Gamemode: Nuclear Operative, Clown Ops
|
Description
|
A unique grenade that deploys a swarm of viscerators upon activation, which will chase down and shred any non-operatives in the area.
|
|
Support and Mechanized Exosuits
Black Mamba Exosuit
Black Mamba Exosuit
|
Cost: 75 TC Gamemode: Nuclear Operative
|
Description
|
A stealthy, quick, and deadly combat exosuit, this modified sidewinder chassis is capable of suddenly striking and retreating while the effects of its venomous weapons take hold. Comes with a venom carbine, dual daggers, and an anti-projectile armor booster.
|
|
Clown Reinforcements
Clown Reinforcements
|
Cost: 20 TC Gamemode: Clown Ops
|
Description
|
Call in an additional clown to share the fun, equipped with full starting gear, but no telecrystals.
|
|
Reinforcements
Reinforcements
|
Cost: 25 TC Gamemode: Nuclear Operative
|
Description
|
Call in an additional team member. They won't come with any gear, so you'll have to save some telecrystals to arm them as well.
|
|
Syndicate Assault Cyborg
Syndicate Assault Cyborg
|
Cost: 65 TC Gamemode: Nuclear Operative
|
Description
|
A cyborg designed and programmed for systematic extermination of non-Syndicate personnel. Comes equipped with a self-resupplying LMG, a grenade launcher, energy sword, emag, pinpointer, flash and crowbar.
|
|
Syndicate Medical Cyborg
Syndicate Medical Cyborg
|
Cost: 35 TC Gamemode: Nuclear Operative
|
Description
|
A combat medical cyborg. Has limited offensive potential, but makes more than up for it with its support capabilities. It comes equipped with a nanite hypospray, a medical beamgun, combat defibrillator, full surgical kit including an energy saw, zipties, pinpointer and flash. Thanks to its organ storage bag, it can perform surgery as well as any humanoid.
|
|
Syndicate Saboteur Cyborg
Syndicate Saboteur Cyborg
|
Cost: 35 TC Gamemode: Nuclear Operative
|
Description
|
A streamlined engineering cyborg, equipped with covert modules. Also incapable of leaving the welder in the shuttle. Aside from regular Engineering equipment, it comes with a special destination tagger that lets it traverse disposals networks. Its chameleon projector lets it disguise itself as a Nanotrasen cyborg, on top it has thermal vision, a combat knife and a pinpointer.
|
|
Dark Gygax Exosuit
Dark Gygax Exosuit
|
Cost: 60 TC Gamemode: Nuclear Operative
|
Description
|
A lightweight exosuit, painted in a dark scheme. Its speed and equipment selection make it excellent for hit-and-run style attacks. Features an incendiary carbine, flash bang launcher, teleporter, ion thrusters and a Tesla energy array.
|
|
Dark H.O.N.K.
Dark H.O.N.K.
|
Cost: 35 TC Gamemode: Clown Ops
|
Description
|
A clown combat mech equipped with bombanana peel and tearstache grenade launchers, as well as the ubiquitous HoNkER BlAsT 5000.
|
|
Mauler Exosuit
Mauler Exosuit
|
Cost: 105 TC Gamemode: Nuclear Operative
|
Description
|
A massive and incredibly deadly military-grade exosuit. Features long-range targeting, thrust vectoring and deployable smoke. Comes equipped with an LMG, scattershot carbine, missile rack, an antiprojectile armor booster and a Tesla energy array.
|
|
Stealth and Camouflage Items
Agent Identification Card
Agent Identification Card
|
Cost: 2 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
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. In addition, they can be forged to display a new assignment and name. This can be done an unlimited amount of times. Some Syndicate areas and devices can only be accessed with these cards.
|
|
Armor Polish
Armor Polish
|
Cost: 2 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
This two use polish will strengthen clothing to be as strong as a standard-issue armor vest. Reinforced with nanite technology, you are able to stay looking good while bashing heads in. Beware, you can only polish suits and headgear!
|
|
Artificial Intelligence Detector
Artificial Intelligence Detector
|
Cost: 1 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
A functional multitool with a display which changes color depending on how close the AI's camera is to you. Functioning basically on a hot/cold system, the multitool's interface will turn from green to yellow to red if the AI's vision is further or closer away, with a green display being far away and a red one meaning the AI is looking right at you. A perfect tool for the agent who never wants to be caught off guard by security cameras witnessing their evil deeds.
|
|
Box of Mouse Cubes
Box of Mouse Cubes
|
Cost: 1 TC Gamemode: Traitor
|
Contents
|
Description
|
x24
|
A box with twenty four Waffle Co. brand mouse cubes. Deploy near wiring. Caution: Product may rehydrate when exposed to water.
|
|
Box of Spy Bugs
Box of Spy Bugs
|
Cost: 1 TC Gamemode: Traitor, Infiltrator, Nuclear Operator, Clown Ops
|
Contents
|
Description
|
|
A box of 10 spy bugs. These attach onto the target invisibly and cannot be removed, and broadcast all they hear to the secure syndicate channel. Can be attached to animals and objects. Does not come with a syndicate encryption key.
|
|
Chameleon Kit
Chameleon Kit
|
Cost: 2 TC Gamemode: Traitor, Infiltrator, Clown Ops
|
Contents
|
Description
|
|
A set of items that contain chameleon technology allowing you to disguise as pretty much anything on the station, and more! Due to budget cuts, the shoes don't provide protection against slipping. If you have the Agent Identification Card and are wearing the included gas mask, you will talk as the person set in the card. If you do not have a mask on, people will still be able to see your real name!
|
|
Chameleon Projector
Chameleon Projector
|
Cost: 7 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
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. Disguised users move slowly, and projectiles pass over them.
|
|
Codespeak Manual
Codespeak Manual
|
Cost: 3 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
Syndicate agents can be trained to use a series of codewords to convey complex information, which sounds like random concepts and drinks to anyone listening. This manual teaches you this Codespeak. You can also hit someone else with the manual in order to teach them. This is the deluxe edition, which has unlimited uses.
|
|
Combat Banana Shoes
Combat Banana Shoes
|
Cost: 6 TC Gamemode: Clown Ops
|
Description
|
While making the wearer immune to most slipping attacks like regular combat clown shoes, these shoes can generate a large number of synthetic banana peels as the wearer walks, slipping up would-be pursuers. They also squeak significantly louder.
|
|
EMP Flashlight
EMP Flashlight
|
Cost: 2 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
A small, self-recharging, short-ranged EMP device disguised as a working flashlight. Useful for disrupting headsets, cameras, doors, lockers and borgs during stealth operations. Attacking a target with this flashlight will direct an EM pulse at it and consumes a charge.
|
|
Mulligan
Mulligan
|
Cost: 4 TC Gamemode: Traitor, Infiltrator
|
Description
|
Screwed up and have security on your tail? This handy syringe will give you a completely new identity and appearance.
|
|
No-Slip Chameleon Shoes
No-Slip Chameleon Shoes
|
Cost: 2 TC Gamemode: Traitor, Infiltrator
|
Description
|
These shoes will allow the wearer to run on wet floors and slippery objects without falling down. They do not work on heavily lubricated surfaces.
|
|
Pseudocider
Pseudocider
|
Cost: 8 TC Gamemode: Traitor, Infiltrator
|
Description
|
Disguised as a common pocket watch, the pseudocider will convincingly feign your fall, making you invisible completely silent as you slip away from the scene, or into a better position! You will not be able to take any actions for the 7 second duration.
|
|
Signal Jammer
Signal Jammer
|
Cost: 5 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
This device will disrupt any nearby outgoing radio communication when activated. Blocks suit sensors, but does not affect binary chat.
|
|
Smuggler's Satchel
Smuggler's Satchel
|
Cost: 1 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
This satchel is thin enough to be hidden in the gap between plating and tiling; great for stashing your stolen goods. Comes with a crowbar, a floor tile and some contraband inside.
|
|
Syndicate Angel Potion
Syndicate Angel Potion
|
Cost: 2 TC Gamemode: Traitor, Infiltrator
|
Description
|
After many failed attempts, the syndicate has reverse engineered an angel potion smuggled off of the lava planet V-227. Preliminary testing found that of the most common species, neither plasmamen nor polysmorph were capable of sprouting.
|
|
Space Suits and Hardsuits
Syndicate Space Suit
Syndicate Space Suit
|
Cost: 4 TC Gamemode: Traitor, Nuclear Operative, Clown Ops
|
Description
|
This red and black Syndicate space suit is less encumbering than Nanotrasen variants, fits inside bags, and has a weapon slot. Nanotrasen crew members are trained to report red space suit sightings, however.
|
|
Syndicate Hardsuit
Syndicate Hardsuit
|
Cost: 8 TC Gamemode: Traitor, Clown Ops
|
Description
|
The feared suit of a Syndicate nuclear agent. Features slightly better armoring and a built in jetpack that runs off standard atmospheric tanks. Toggling the suit in and out of combat mode will allow you all the mobility of a loose fitting uniform without sacrificing armoring. Additionally the suit is collapsible, making it small enough to fit within a backpack. Nanotrasen crew who spot these suits are known to panic.
|
|
Elite Syndicate Hardsuit
Elite Syndicate Hardsuit
|
Cost: 8 TC Gamemode: Nuclear Operative, Clown Ops
|
Description
|
An upgraded, elite version of the Syndicate hardsuit. It features fireproofing, and also provides the user with superior armor and mobility compared to the standard Syndicate hardsuit.
|
|
Shielded Syndicate Hardsuit
Shielded Syndicate Hardsuit
|
Cost: 30 TC Gamemode: Nuclear Operative, Clown Ops
|
Description
|
An upgraded version of the standard Syndicate hardsuit. It features a built-in energy shielding system. The shields can handle up to three impacts within a short duration and will rapidly recharge while not under fire.
|
|
Devices and Tools
Adaptive Cardboard Cutouts
Adaptive Cardboard Cutouts
|
Cost: 1 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Contents
|
Description
|
|
These cardboard cutouts are coated with a thin material that prevents discoloration and makes the images on them appear more lifelike. This pack contains three as well as a crayon for changing their appearances.
|
|
Additional Arm
Additional Arm
|
Cost: 5 TC Gamemode: Traitor, Infiltrator, Clown Ops
|
Description
|
An additional arm, automatically added to your body upon purchase, allows you to use more items at once.
|
|
Air Shoes
Air Shoes
|
Cost: 4 TC Gamemode: Traitor, Infiltrator, Clown Ops
|
Description
|
Popular in underground racing rings, these shoes come with built-in jets, allowing the users to reach high speeds for prolonged durations and short bursts. Users should keep in mind that despite being easier to control than their Wheely cousins, these will not protect you from high-speed impacts.
|
|
Antinoblium Shard
Antinoblium Shard
|
Cost: 10 TC Gamemode: Traitor, Nuclear Operative, Clown Ops Objectives Required: Hijack, Martyr
|
Contents
|
Description
|
|
A special variant of supermatter crystal reverse engineered by syndicate scientists using samples retrieved by agents. Attaching this to an active supermatter crystal will destabilize the internal crystal well, causing an energy cascade. Ensures a storm of EMP waves that blacks out the entire station and eventually the full delamination of the crystal. Comes with a secure radiation shielded containment box, special tweezers and usage instructions.
|
|
Assault Pod Targeting Device
Assault Pod Targeting Device
|
Cost: 30 TC Gamemode: Nuclear Operative, Clown Ops
|
Description
|
Use this to select the landing zone of your assault pod.
|
|
Augmented Medbeam Gun
Augmented Medbeam Gun
|
Cost: 25 TC Gamemode: Nuclear Operative, Clown Ops
|
Description
|
An augmented version of the classic Medbeam Gun that we picked up off the corpse of a german scientist. It has an invulnerability mode that can be activated for a few seconds after healing for a long while. This one comes uncharged, so be sure to give it a whirl before getting into combat. Goes well with a M-546 Osprey.
|
|
Binary Translator Key
Binary Translator Key
|
Cost: 2 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
A key that, when inserted into a radio headset, allows you to listen to and talk with silicon-based lifeforms, such as AI units and cyborgs, over their private binary channel. Caution should be taken while doing this, as unless they are allied with you, they are programmed to report such intrusions.
|
|
Blood-Red Magboots
Blood-Red Magboots
|
Cost: 2 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
A pair of magnetic boots with a Syndicate paintjob that assist with freer movement in space or on-station during gravitational generator failures. These reverse-engineered knockoffs of Nanotrasen's 'Advanced Magboots' slow you down in simulated-gravity environments much like the standard issue variety.
|
|
Briefcase Launchpad
Briefcase Launchpad
|
Cost: 6 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
A briefcase containing a launchpad, a device able to teleport items and people to and from targets up to eight tiles away from the briefcase. Also includes a remote control, disguised as an ordinary folder. Touch the briefcase with the remote to link it.
|
|
Camera Bug
Camera Bug
|
Cost: 1 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
Enables you to view all cameras on the main network, set up motion alerts and track a target. Bugging cameras allows you to disable them remotely.
|
|
Chameleon Chest Rig
Chameleon Chest Rig
|
Cost: 1 TC Gamemode: Traitor, Infiltrator, Clown Ops
|
Description
|
A robust seven-slot set of webbing that is capable of holding all manner of tactical equipment. This one is capable of disguising itself.
|
|
Cryptographic Sequencer
Cryptographic Sequencer
|
Cost: 6 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
The cryptographic sequencer, electromagnetic card, or emag, is a small card that unlocks hidden functions in electronic devices, subverts intended functions, and easily breaks security mechanisms. Holds 5 charges that recharge 0.4 charges per second, or can be manually recharged using uranium.
|
|
Decoy Nuclear Authentication Disk
Decoy Nuclear Authentication Disk
|
Cost: 1 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
It's just a normal disk. Visually it's identical to the real deal, but it won't hold up under closer scrutiny by the Captain. Don't try to give this to us to complete your objective, we know better!
|
|
Deluxe Syndicate Toolbox
Deluxe Syndicate Toolbox
|
Cost: 2 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Contents
|
Description
|
|
A syndicate toolbox that comes stocked with ultra-fast syndicate tools. Be careful, as these tools are more obviously marked and will be easily spotted by anyone observant.
|
|
DoS Traffic Generator Disk
DoS Traffic Generator Disk
|
Cost: 2 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
An advanced script in a portable disk that can perform denial of service attacks against NTNet quantum relays. The system administrator will probably notice this. Multiple devices can run this program together against the same relay for increased effect.
|
|
F.R.A.M.E. PDA Cartridge
F.R.A.M.E. PDA Cartridge
|
Cost: 4 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
When inserted into a personal digital assistant, this cartridge gives you five PDA viruses which when used cause the targeted PDA to become a new uplink with zero TCs, and immediately become unlocked. You will receive the unlock code upon activating the virus, and the new uplink may be charged with telecrystals normally.
|
|
Failsafe Uplink Code
Failsafe Uplink Code
|
Cost: 1 TC Gamemode: Traitor
|
Description
|
When entered the uplink will self-destruct immediately.
|
|
Full Syndicate Toolbox
Full Syndicate Toolbox
|
Cost: 1 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Contents
|
Description
|
|
A suspicious black and red syndicate toolbox. It comes loaded with a full speedy tool set including a multitool and combat gloves that are resistant to shocks and heat. It is very compact and will fit in any standard Nanotrasen backpack.
|
|
Hacked AI Law Upload Module
Hacked AI Law Upload Module
|
Cost: 4 TC Gamemode: Traitor, Nuclear Operative, Clown Ops
|
Description
|
When used with an upload console, this module allows you to upload priority laws to an artificial intelligence. Be careful with wording, as artificial intelligences may look for loopholes to exploit.
|
|
Holographic Object Projector
Holographic Object Projector
|
Cost: 4 TC Gamemode: Traitor, Nuclear Operative, Clown Ops
|
Description
|
A device for masters of deception and trickery. This item allows you to scan objects and create holograms of them. The holograms will dissipate when interacted with. You can replace the stock parts it comes with to increase the maximum number of holograms and variety of scannable objects.
|
|
Holographic Sight
Holographic Sight
|
Cost: 2 TC Gamemode: Traitor, Nuclear Operative, Clown Ops
|
Description
|
A high-tech holographic sight that improves the aim of the weapon it's attached to.
|
|
Hypnotic Flash
Hypnotic Flash
|
Cost: 7 TC Gamemode: Traitor
|
Description
|
A modified flash able to hypnotize targets. Unless the target is in a mentally vulnerable state (hallucinating, sleeping or has the "Dumbness" trauma or an unstable mood), it will only confuse and pacify them temporarily. Mindshielded individuals are immune to the hypnosis effect.
|
|
Illegal Ammo Design Disk
Illegal Ammo Design Disk
|
Cost: 4 TC Gamemode: Traitor, Infiltrator
|
Description
|
A design disk for an autolathe that permits it to print all types of 10mm and .357 ammunition. This includes ammo types such as 10mm AP and .357 Heartpiercer.
|
|
Laser Sight
Laser Sight
|
Cost: 2 TC Gamemode: Traitor, Nuclear Operative, Clown Ops
|
Description
|
An aesthetic laser sight that improves your accuracy and shows you where you're aiming.
|
|
Lesser Sentience Potion
Lesser Sentience Potion
|
Cost: 2 TC Gamemode: Traitor
|
Description
|
The Syndicate have recently synthesized artificial sentience potions thanks to stolen slime cores. Using it will make any animal sentient, and bound to serve you in your dastardly deeds.
|
|
Low Orbit Ion Cannon Remote
Low Orbit Ion Cannon Remote
|
Cost: 5 TC Gamemode: Traitor
|
Description
|
The Syndicate has recently installed a remote satellite nearby capable of generating a localized ion storm every 20 minutes. However, your local authorities will be informed of your general location when it is activated.
|
|
Mech Piloting for Dummies
Mech Piloting for Dummies
|
Cost: 5 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
A step-by-step guide on how to effectively pilot a mech, written in such a way that even a clown could understand. Allows the reader to pilot and use exosuit equipment faster.
|
|
Medbeam Gun
Medbeam Gun
|
Cost: 8 TC Gamemode: Nuclear Operative, Clown Ops
|
Description
|
A wonder of Syndicate engineering, the Medbeam gun, or Medi-Gun enables a medic to keep his fellow operatives in the fight, even while under fire. Don't cross the streams!
|
|
Mirage Drive
Mirage Drive
|
Cost: 7 TC Gamemode: Traitor, Nuclear Operative, Clown Ops
|
Description
|
An experimental device created as a byproduct of research into faster than light travel. Utilizing magnetic coils, the mirage drive is able to generate kinetic energy and use it in a way that moves the user to their destination at a speed comparable to teleportation, so long as an unobstructed path between the user and the target exists.
|
|
Orbital Mech Drop Fulton
Orbital Mech Drop Fulton
|
Cost: 4 TC Gamemode: Traitor, Nuclear Operative, Clown Ops
|
Description
|
A heavy-duty transport pack that can be used to store and summon mecha that you have stored with it. Refundable if never used.
|
|
Power Beacon
Power Beacon
|
Cost: 10 TC Gamemode: Traitor, Nuclear Operative, Clown Ops Objectives Required: Hijack, Martyr
|
Description
|
When screwed to wiring attached to an electric grid and activated, this large device pulls any active gravitational singularities or tesla balls towards it. This will not work when the engine is still in containment. Because of its size, it cannot be carried. Ordering this sends you a small beacon that will teleport the larger beacon to your location upon activation.
|
|
Power Sink
Power Sink
|
Cost: 8 TC Gamemode: Traitor, Nuclear Operative, Clown Ops
|
Description
|
When screwed to wiring attached to a power grid and activated, this large device lights up and places excessive load on the grid, causing a station-wide blackout. The sink is large and cannot be stored in most traditional bags and boxes. Caution: Will explode if the powernet contains sufficient amounts of energy.
|
|
Protocol CRAB-17 Phone
Protocol CRAB-17 Phone
|
Cost: 7 TC Gamemode: Traitor, Nuclear Operative, Clown Ops
|
Description
|
The Protocol CRAB-17 Phone, a phone borrowed from an unknown third party, it can be used to crash the space market, funneling the losses of the crew to your bank account. The crew can move their funds to a new banking site though, unless they HODL, in which case they deserve it.
|
|
Radioactive Microlaser
Radioactive Microlaser
|
Cost: 4 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
A radioactive microlaser disguised as a standard Nanotrasen health analyzer. When used, it emits a powerful burst of radiation, which, after a short delay, can incapacitate all but the most protected of humanoids. It has two settings: intensity, which controls the power of the radiation, and wavelength, which controls the delay before the effect kicks in.
|
|
Roburger crafting recipe
Roburger crafting recipe
|
Cost: 14 TC Gamemode: Traitor, Nuclear Operative, Clown Ops Objectives Required: Hijack, Martyr
|
Description
|
This book contains legendary knowledge about how to make roburgers. Roburgers turn people into cyborgs after a short while when eaten. This book doesn't disappear after use, so consider hiding it somewhere.
|
|
Shadow Cloak
Shadow Cloak
|
Cost: 30 TC Gamemode: Nuclear Operative, Clown Ops
|
Description
|
A highly advanced cloak that renders the user transparent over time and able to dodge attacks. Moving, dodging attacks, or suffering an EMP will reduce or remove the transparency temporarily.
|
|
Stimpack
Stimpack
|
Cost: 8 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
Stimpacks, the tool of many great heroes, make you nearly immune to stuns and knockdowns for about 5 minutes after injection. Contains 3 doses.
|
|
Syndicate Combat Medic Kit
Syndicate Combat Medic Kit
|
Cost: 4 TC Gamemode: Nuclear Operative, Clown Ops
|
Contents
|
Description
|
|
This first aid kit is a suspicious black. Included is a combat stimulant injector for rapid healing, a medical night vision HUD for quick identification of injured personnel, and other supplies helpful for a field medic.
|
|
Syndicate Encryption Key
Syndicate Encryption Key
|
Cost: 2 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
A key that, when inserted into a radio headset, allows you to listen to all station department channels as well as talk on an encrypted Syndicate channel with other agents that have the same key.
|
|
Syndicate Prisoner Transport Bag
Syndicate Prisoner Transport Bag
|
Cost: 2 TC Gamemode: Traitor, Nuclear Operative, Clown Ops
|
Description
|
An alteration of Nanotrasen's environmental protection bag which has been used in several high-profile kidnappings. Designed to keep a victim unconscious, alive, and secured until they are transported to a required location. Comes with a lethal mode, which is activated by a remote switch. When lethal mode is activated, it injects chemicals to execute the prisoner, and then burns the body to the point of husking.
|
|
Syndicate Sentience Potion
Syndicate Sentience Potion
|
Cost: 4 TC Gamemode: Nuclear Operative, Clown Ops
|
Description
|
A potion recovered at great risk by undercover Syndicate operatives and then subsequently modified with Syndicate technology. Using it will make any animal sentient, and bound to serve you, as well as implanting an internal radio for communication and an internal ID card for opening doors.
|
|
Syndicate Soap
Syndicate Soap
|
Cost: 1 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
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.
|
|
Syndicate Surgery Duffel Bag
Syndicate Surgery Duffel Bag
|
Cost: 2 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Contents
|
Description
|
|
A red and black duffel bag containing all surgery tools, a surgical mat, a normal MMI, an implant case, a straitjacket, and a muzzle. The surgery tools are twice as fast compared to normal surgery tools.
|
|
Syndicate Tome
Syndicate Tome
|
Cost: 5 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
Using rare artifacts acquired at great cost, the Syndicate has reverse engineered the seemingly magical books of a certain cult. Though lacking the esoteric abilities of the originals, these inferior copies are still quite useful, being able to provide both weal and woe on the battlefield, even if they do occasionally bite off a finger.
|
|
Tactical Fingerless Gloves
Tactical Fingerless Gloves
|
Cost: 2 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
A pair of simple fabric gloves without fingertips that allow one to perform tasks faster and act quicker in unarmed maneuvers. Also greatly assists with the carrying of bodies, while not letting anyone else take them from you!
|
|
Thermal Imaging Glasses
Thermal Imaging Glasses
|
Cost: 4 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
These goggles can be turned to resemble common eyewear found throughout the station. 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.
|
|
Vertical Grip
Vertical Grip
|
Cost: 2 TC Gamemode: Traitor, Nuclear Operative, Clown Ops
|
Description
|
A vertical foregrip that reduces the shock of firing a weapon. Extra handy for higher recoil guns like the sniper rifle.
|
|
Implants
Adrenal Implant
Adrenal Implant
|
Cost: 8 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops Player Requirement: 25
|
Description
|
An implant injected into the body, and later activated at the user's will. It will inject a chemical cocktail which removes all incapacitating effects, lets the user run faster and has a mild healing effect.
|
|
Air Shoes Implant
Air Shoes Implant
|
Cost: 6 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
As a result of the extreme popularity of the Air Shoes, an implant version was developed. The cybernetic jets allow the user to reach high speeds for prolonged durations and short bursts.
|
|
EMP Shield Implant
EMP Shield Implant
|
Cost: 6 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
Developed by Cybersun to assist with the S.E.L.F. movement, this implant will protect you and your insides from electromagnetic interference. Due to technical limitations, it will overload and shut down for a short time if triggered too often.
|
|
Freedom Implant
Freedom Implant
|
Cost: 5 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
An implant injected into the body and later activated at the user's will. It will attempt to free the user from common restraints such as handcuffs.
|
|
G.O.R.L.E.X. Mantis Blade
G.O.R.L.E.X. Mantis Blade
|
Cost: 6 TC Gamemode: Traitor, Nuclear Operative
|
Description
|
One G.O.R.L.E.X Mantis blade implant able to be retracted inside your body at will for easy storage and concealing, 2 blades can be used at once. If two blades are used, you can use them to pry open doors.
|
|
Internal Syndicate Radio Implant
Internal Syndicate Radio Implant
|
Cost: 4 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
An implant injected into the body, allowing the use of an internal Syndicate radio. Used just like a regular headset, but can be disabled to use external headsets normally and to avoid detection.
|
|
Microbomb Implant
Microbomb Implant
|
Cost: 2 TC Gamemode: Nuclear Operative
|
Description
|
An implant injected into the body, and later activated either manually or automatically upon death. The more implants inside of you, the higher the explosive power. This will permanently destroy your body, however.
|
|
Mindslave Implant
Mindslave Implant
|
Cost: 7 TC Gamemode: Traitor, Nuclear Operative, Clown Ops
|
Description
|
An implant injected into another body, forcing the victim to obey any command by the user.
|
|
Macrobomb Implant
Macrobomb Implant
|
Cost: 20 TC Gamemode: Nuclear Operative
|
Description
|
An implant injected into the body, and later activated either manually or automatically upon death. Upon death, releases a massive explosion that will wipe out everything nearby.
|
|
Neural Overclocker Implant
Neural Overclocker Implant
|
Cost: 12 TC (20 TC for Operatives) Gamemode: Traitor, Nuclear Operative, Clown Ops
|
Description
|
Stimulates your central nervous system in order to enable you to perform muscle movements faster. Careful not to overuse it.
|
|
Reusable Autosurgeon
Reusable Autosurgeon
|
Cost: 5 TC Gamemode: Traitor, Infiltrator
|
Description
|
An empty autosurgeon, but unlike others can be used multiple times. More suspicious than others.
|
|
Slip Prevention Implant
Slip Prevention Implant
|
Cost: 6 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
An implant that uses advanced sensors to detect when you are slipping and utilize motors in order to prevent it.
|
|
Stealth Implant
Stealth Implant
|
Cost: 8 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
This one-of-a-kind implant will make you almost invisible if you play your cards right. On activation, it will conceal you inside a chameleon cardboard box that is only revealed once someone bumps into it.
|
|
Stechkin Arm Implant
Stechkin Arm Implant
|
Cost: 9 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
A modified version of the Stechkin pistol placed inside of the forearm to allow for easy concealment.
|
|
Storage Implant
Storage Implant
|
Cost: 8 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
An implant injected into the body, and later activated at the user's will. It will open a small bluespace pocket capable of storing two regular-sized items. Extremely obvious when storing or removing items from it.
|
|
Syndicate Reviver Implant
Syndicate Reviver Implant
|
Cost: 8 TC Gamemode: Nuclear Operative
|
Description
|
A more powerful and experimental version of the one utilized by Nanotrasen, this implant will attempt to revive and heal you if you are critically injured. Comes with an autosurgeon.
|
|
Thermal Eyes
Thermal Eyes
|
Cost: 8 TC Gamemode: Nuclear Operative
|
Description
|
These cybernetic eyes will give you thermal vision. Comes with a free autosurgeon.
|
|
Upgraded CNS Rebooter Implant
Upgraded CNS Rebooter Implant
|
Cost: 8 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
This implant will stimulate muscle movements to help you get back up on your feet faster after being stunned. This version is modified to help reduce exhaustion during combat. Comes with an autosurgeon. It will cap stun time at 3 seconds instead of 4, reduces incoming stamina damage by 20%, and removes 10% of existing stamina damage every other second.
|
|
Uplink Implant
Uplink Implant
|
Cost: 4 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
An implant injected into the body, and later activated at the user's will. Has no telecrystals and must be charged by the use of physical telecrystals. Undetectable (except via surgery), and excellent for escaping confinement.
|
|
X-ray Vision Implant
X-ray Vision Implant
|
Cost: 10 TC Gamemode: Nuclear Operative
|
Description
|
These cybernetic eyes will give you X-ray vision. Comes with an autosurgeon.
|
|
Services
Crew Manifest Spoof
Crew Manifest Spoof
|
Cost: 4 TC Gamemode: Infiltrator, Nuclear Operative
|
Description
|
A button capable of adding a single person to the crew manifest.
|
|
Fake Ion Storm
Fake Ion Storm
|
Cost: 7 TC Gamemode: Infiltrator, Nuclear Operative
|
Description
|
Fakes an ion storm announcment. A good distraction, especially if the AI is weird anyway.
|
|
Fake Meteor Announcement
Fake Meteor Announcement
|
Cost: 7 TC Gamemode: Infiltrator, Nuclear Operative
|
Description
|
Fakes an meteor announcment. A good way to get any C4 on the station exterior, or really any small explosion, brushed off as a meteor hit.
|
|
Fake Immovable Rod
Fake Immovable Rod
|
Cost: 6 TC Gamemode: Infiltrator, Nuclear Operative
|
Description
|
Fakes an immovable rod announcement. Good for a short-lasting distraction.
|
|
Infiltration Gear
Extra Chameleon Hardsuit
Extra Chameleon Hardsuit
|
Cost: 10 TC Gamemode: Infiltrator
|
Description
|
An infiltration hardsuit, capable of changing it's appearance instantly.
|
|
Access Kit
Access Kit
|
Cost: 5 TC Gamemode: Infiltrator
|
Description
|
A secret device, reverse engineered by gear retrieved from previous Nanotrasen infiltration missions. Allows you to spoof an ID card to have the assignment and access of a single low-level job. One-time purchase only.
|
|
Species-Restricted
Burned scroll
Burned scroll
|
Cost: 14 TC Gamemode: Traitor, Infiltrator Race: Plasmaman
|
Description
|
An ancient scroll, containing a guide to an ancient plasmamen martial art.
Remember The Basics
Explosive disarm: Disarm Disarm. Finishing this combo will deal 10 damage to you and 18 to your target, as well as throwing your target away and knocking down for three seconds.
Detonate: Harm Harm Disarm Harm. Second strike will deal 12/12 brute/burn and apply 2 fire stacks to the target. Third strike will apply 4 fire stacks and deal some stamina damage if the target has less then 50 stamina damage. The final strike will ignite the target, make a light explosion and deal 15 damage to you.
Life force trade: Disarm Grab Disarm Grab. Second strike will deal 20 damage to the target and 5 damage to you. Third strike will deal 20 stamina and 5 burn damage to the target, and will make it unable to use ranged weapons for 2 second as well as a more long shove slowdown. Finishing the combo with a headwear on will just deal 25/25 brute/burn damage to the target, and if you don't wear a helmet, you will instantly grab the target by a neck, as well as start to drain life from them.
Immolate: Disarm Harm Disarm Grab. Second strike will deal 25 burn damage to the target and 5 burn damage to you. Third strike will apply 5 fire stacks to EVERYONE in the range of 2 tiles. Finishing the combo will, if you don't wear any headwear, will deal 30 burn damage to anyone except you in the range of 2 tiles, or ignite them if they are close enough to you. You target will get additional 10 burn damage and get blurry vision.
|
|
Combat Modules Board
Combat Modules Board
|
Cost: 11 TC Gamemode: Traitor, Infiltrator Race: Preternis
|
Description
|
An upgrade board, containing upgrades and programs for your melee attacks.
Refresh Data
Hidden Blade: Harm Harm Grab. The second strike will deal 20 stamina and 5 brute damage, and finishing the combo will make you stab the victim with a hidden blade, dealing 30 brute damage.
Injection: Disarm Grab Disarm. The second and third input will silently inject 8 units of sodium thiopental and 5 units of cyanide respectively.
Finger Gun: Harm Disarm Disarm. Finishing the combo will paralyse your target and place a stealthy version of a stechkin in your hand.
|
|
Extra-Bright Lantern
Extra-Bright Lantern
|
Cost: 2 TC Gamemode: Traitor, Infiltrator Race: Moth
|
Description
|
We heard that ex'hai such as yourself really like lamps, so we decided to grant you early access to a prototype Syndicate brand "Extra-Bright Lantern™". Enjoy.
|
|
Fire Breath implanter
Fire Breath implanter
|
Cost: 6 TC Gamemode: Traitor, Infiltrator Race: Lizard, Draconid
|
Description
|
Recently Vahlen scientists have found the formula of genetical patterns that is needed to activate vuulen genes to grant them the ability to breath fire.
|
|
Flying Fang Tablet
Flying Fang Tablet
|
Cost: 14 TC Gamemode: Traitor, Infiltrator Race: Lizard, Draconid
|
Description
|
This tablet contains a set of old vuulek fighting techniques, increasing your melee combat effectiveness but preventing you from using armor, most common stun weapons, or guns.
Remember The Basics
All of your unarmed attacks deal increased brute damage with a small amount of armor piercing.
Tail Slap: Disarm Disarm Disarm. High armor piercing attack that causes a short slow followed by a knockdown. Deals heavy stamina damage.
Headbutt: Disarm Harm. Deals moderate stamina and brute damage with a short stun, as well as causing eye blurriness. Prevents the target from using ranged weapons effectively for a few seconds if they are not wearing a helmet.
Neck Bite: Grab Harm. Target must be prone. Stuns you and your target for a short period, dealing heavy brute damage and bleeding. If the target is not in crit, this attack will heal you.
Leap: Action: Jump at a target, with a successful hit stunning them and preventing you from moving for a few seconds.
|
|
Glowing Parchment
Glowing Parchment
|
Cost: 12 TC Gamemode: Traitor, Infiltrator Race: Ethereal
|
Description
|
A scroll made of unusual paper, written for ethereals looking to defend themselves while exploring the material world.
|
|
Hulk Mutator
Hulk Mutator
|
Cost: 12 TC Gamemode: Traitor, Infiltrator Race: Human
|
Description
|
Stolen research from a SIC scientist who went postal led to the development of this revolutionary mutator. Causes extreme muscle growth, enough to punch through walls, and practically limitless stamina, at the cost of reduced cognitive ability, and green skin pigmentation.
|
|
Killer Tomatoes
Killer Tomatoes
|
Cost: 3 TC Gamemode: Traitor, Infiltrator Race: Pod
|
Description
|
The Syndicates local gardeners brewed these up for our plant comrades (does not work against fellow plants).
|
|
Modified yellow slime extract
Modified yellow slime extract
|
Cost: 8 TC Gamemode: Traitor, Infiltrator Race: Ethereal
|
Description
|
An experimental yellow slime extract that when absorbed by an Ethereal, grants control over electrical powers.
|
|
Prototype worldbreaker compound
Prototype worldbreaker compound
|
Cost: 20 TC Player Requirement: 25 Gamemode: Traitor, Infiltrator Objectives Required: Hijack, Martyr Race: Preternis
|
Description
|
A foul concoction made by reverse engineering chemicals compounds found in an ancient Vxtrin military outpost. Said to cause rapid muscle and plate growth in any Preternis that consumes it. It's believed to have been used by Vxtrin to transform their workers into highly effective commando units. It is not uncommon for Preterni that have consumed it to be crushed under the weight of their own ever-growing skin. The weight will also prevent use of conventional vehicles.
You imagine all the things you would be capable of with this power.
All attacks apply stagger. Stagger knocks people prone and applies a brief slow.
Plates: You will progressively grow plates. Each plate provides damage reduction but also slows you down. The damage reduction caps but the slowdown can continue scaling. While at maximum damage reduction you are considered "heavy" and most of your attacks will be slower, but do more damage in a larger area.
Rip Plate: Click yourself with combat mode toggled off to rip off a plate. The plate can be thrown at people to stagger them and knock them back. The plate is heavy enough that others will find it difficult to throw.
Leap: Your disarm is instead a leap that deals damage, staggers, and knocks everything back within a radius. Landing on someone will do twice as much damage and deal additional stamina damage. The cooldown is longer if heavy and only starts when you land.
Clasp: Your grab is far stronger. Instead of grabbing someone, you will pick them up and be able to throw them.
Pummel: When combat mode is toggled on, pummel a small area dealing brute and stamina damage. Everything within a certain range is damaged, knocked back, and staggered. The targets in the middle take notably more damage.
Worldstomp: After a delay, create a giant shockwave that deals damage to all mobs within a radius. The shockwave will knock back and stagger all mobs in a larger radius. Objects and structures within the extended radius will be thrown or damaged respectively. The radius, knockback, and damage all scale with number of plates.
Landslide: If hit by a melee attack while in throw mode, you will expel one of your loose plates to block it and send the attacker flying.
|
|
Radiation grenade
Radiation grenade
|
Cost: 4 TC Gamemode: Traitor, Infiltrator Race: Plasmaman
|
Description
|
A radiation bomb guaranteed to irradiate the fuck out of non gaseous lifeforms.
|
|
Vegetable Parchment
Vegetable Parchment
|
Cost: 13 TC Gamemode: Traitor, Infiltrator Race: Pod
|
Description
|
A special scroll with a martial art, that teaches phytosians of capabilities of their body.
Remember The Basics
If you have throw mode enabled you have a 75% block chance (35% if strangling someone) and can counter-attack, dealing 10 damage and embedding a splinter into the attacker.
Right click with combat mode on: Your disarms mark the victim with a vine mark, allowing you to drag them or an item in their active hand by using "Vine Snatch" ability.
The mark lasts only 5 seconds.
Strangle: Grab Grab Grab. The second grab will deal 10 oxygen damage to the target, and finishing the combo will upgrade your grab,
making it mute the target and deal 5 oxygen damage per second.
Splinter stab: Harm harm Harm. The second attack will deal increased damage with 30 armor penetration, and finishing the combo will deal 20 damage with 30 armor penetration, while also embedding a splinter into the targets limb.
|
|
Version One Upgrade Module
Version One Upgrade Module
|
Cost: 20 TC Player Requirement: 25 Gamemode: Traitor, Infiltrator Objectives Required: Hijack, Martyr Race: IPC
|
Description
|
A module full of forbidden techniques that will make you capable of ultimate bloodshed. If you install this, it will make you incapable of pushing and pulling. There are no half-measures, either you succeed, or you die.
You mentally practice the teachings of Ultra Violence.
This module has made you a hell-bound killing machine.
You are immune to stuns and cannot be slowed by damage.
You will deflect emps while throwmode is enabled, releases the energy into anyone nearby.
After deflecting, or getting hit by an emp you will be immune to more for 5 seconds.
Your disarm has been replaced with a charged-based dash system.
You cannot grab either, JUST KILL THEM!
Getting covered in blood will heal you.
Right click with combat mode on: Dash in a direction granting brief invulnerability.
Pocket Revolver: Grab Grab. Puts a loaded revolver in your hand for three shots. Target must be living, but can be yourself.
Gun Hand: Harm Grab. Shoots the target with the shotgun in your hand.
Blood Burst: Harm Harm. Explodes blood from the target, covering you in blood and healing for a bit. Executes people in hardcrit exploding more blood everywhere.
Completing any combo will give a speed buff with the strength of the Pocket Revolver speed boost being weaker.
Should your dash cease functioning, use the 'Reinitialize Module' function.
|
|
Vxtvul Hammer Implant
Vxtvul Hammer Implant
|
Cost: 10 TC Gamemode: Traitor Race: Preternis
|
Description
|
An implant which will fold a Vxtvul hammer into your chassis upon injection. This hammer can be retracted and wielded in two hands as an effective armor-piercing weapon. It can be charged by the user's concentration, which permits a single blow that will decimate construction, fling bodies, and heavily damage mechs. Vir'ln krx'tai, lost one.
|
|
Xenomorph Organ Kit
Xenomorph Organ Kit
|
Cost: 15 TC Gamemode: Traitor Race: Polysmorph
|
Contents
|
Description
|
|
A kit containing some organs that were... "donated" by your ancestors. Contains an autosurgeon, a plasma vessel, a resin spinner, and an acid gland.
|
|
Role-Restricted
Ancient Jumpsuit
Ancient Jumpsuit
|
Cost: 20 TC Gamemode: Traitor Job: Assistant
|
Description
|
A tattered old jumpsuit that will provide absolutely no benefit to you. It fills the wearer with a strange compulsion to blurt out 'glorf'.
|
|
Ancient Toolbox
Ancient Toolbox
|
Cost: 2 TC Gamemode: Traitor Job: Assistant
|
Contents
|
Description
|
|
An iconic toolbox design notorious with Assistants everywhere, this design was especially made to become more robust the more telecrystals it has inside it! Tools and insulated gloves included.
|
|
Banana Cream Pie Cannon
Banana Cream Pie Cannon
|
Cost: 10 TC Gamemode: Traitor Job: Clown
|
Description
|
A special pie cannon for a special clown, this gadget can hold up to 20 pies and automatically fabricates one every two seconds!
|
|
Arm Mounted Medical Beamgun
Arm Mounted Medical Beamgun
|
Cost: 8 TC Gamemode: Traitor Job: Medical Doctor, Chief Medical Officer, Paramedic, Mining Medic
|
Description
|
An arm mounted medical beamgun to heal your best buds (disclaimer: does not come with friends).
|
|
Blast Cannon
Blast Cannon
|
Cost: 14 TC Gamemode: Traitor Job: Scientist, Research Director
|
Description
|
A highly specialized weapon, the Blast Cannon is actually relatively simple. It contains an attachment for a tank transfer valve mounted to an angled pipe specially constructed withstand extreme pressure and temperatures, and has a mechanical trigger for triggering the transfer valve. Essentially, it turns the explosive force of a bomb into a narrow-angle blast wave \"projectile\". Aspiring scientists may find this highly useful, as forcing the pressure shockwave into a narrow angle seems to be able to bypass whatever quirk of physics disallows explosive ranges above a certain distance, allowing for the device to use the theoretical yield of a transfer valve bomb, instead of the factual yield.
|
|
Box of Gorilla Cubes
Box of Gorilla Cubes
|
Cost: 6 TC Gamemode: Traitor Job: Geneticist, Chief Medical Officer
|
Description
|
A box with three Waffle Co. brand gorilla cubes. Eat big to get big. Caution: Product may rehydrate when exposed to water.
|
|
Box of Singulonuts
Box of Singulonuts
|
Cost: 6 TC Gamemode: Traitor Job: Assistant, Cook, Clerk
|
Contents
|
Description
|
|
A box with six Waffle Co. brand Singulonuts. Banned in four sectors for their sheer calorie content. Caution: Product known to the safety board of Nanotrasen to increase risks of stomach cancer and cause instant obesity. Disguised as a regular box of regular donuts.
|
|
Brainwashing Surgery Program
Brainwashing Surgery Program
|
Cost: 5 TC Gamemode: Traitor Player Requirement: 28 Job: Medical Doctor, Chief Medical Officer, Roboticist, Research Director
|
Description
|
A disk containing the procedure to perform a brainwashing surgery, allowing you to implant an objective onto a target. Insert into an Operating Console to enable the procedure.
|
|
Clown Bomb
Clown Bomb
|
Cost: 7 TC Gamemode: Traitor Job: Clown
|
Description
|
The Clown bomb is a hilarious device capable of massive pranks. It has an adjustable timer, with a minimum of 60 seconds, and can be bolted to the floor with a wrench to prevent movement. The bomb is bulky and cannot be moved; upon ordering this item, a smaller beacon will be transported to you that will teleport the actual bomb to it upon activation. Note that this bomb can be defused, and some crew may attempt to do so.
|
|
Australicus Slime Mutator
Australicus Slime Mutator
|
Cost: 10 TC Gamemode: Traitor Job: Roboticist, Scientist, Research Director Objectives Required: Hijack, Martyr
|
Description
|
Crikey mate, it's been a wild travel from the Australicus sector but we've managed to get some special spider extract from the giant spiders down there. Use this injector on a gold slime core to create a few of the same type of spiders we found on the planets over there. They're a bit tame until you also give them a bit of sentience though.
|
|
Clown Car
Clown Car
|
Cost: 20 TC Gamemode: Traitor Player Requirement: 25 Job: Clown
|
Description
|
The Clown Car is the ultimate transportation method for any worthy clown! Simply insert your bikehorn and get in, and get ready to have the funniest ride of your life! You can ram any spacemen you come across and stuff them into your car, kidnapping them and locking them inside until someone saves them or they manage to crawl out. Be sure not to ram into any walls or vending machines, as the springloaded seats are very sensitive. Now with our included lube defense mechanism which will protect you against any angry shitcurity! Premium features can be unlocked with a cryptographic sequencer!
|
|
Cluwne Burger
Cluwne Burger
|
Cost: 25 TC Gamemode: Traitor Job: Clown, Cook
|
Contents
|
Description
|
|
A burger happy meal infused with the tears of thousands of cluwnes. Infects anyone who takes a bite and pretty much everyone else on the station with a cluwnification virus which will quickly turn them into a cluwne. Can be cured with Mimanas and Bottles of Nothing.
|
|
Concealed Weapon Bay
Concealed Weapon Bay
|
Cost: 3 TC Gamemode: Traitor Job: Roboticist, Research Director
|
Description
|
A modification for non-combat mechas that allows them to equip one piece of equipment designed for combat mechs. It also hides the equipped weapon from plain sight. Only one can fit on a mecha.
|
|
Cybersun Mech Pilot's Suit
Cybersun Mech Pilot's Suit
|
Cost: 4 TC Gamemode: Traitor Job: Scientist, Roboticist, Research Director
|
Description
|
A black and red stylishly armored mech pilot's suit used by Cybersun's elite mecha pilots. Provides potent protection both inside and outside a mech.
|
|
Dark H.O.N.K.
Dark H.O.N.K.
|
Cost: 20 TC Gamemode: Traitor Job: Clown
|
Description
|
A clown combat mech equipped with bombanana peel and tearstache grenade launchers, as well as the ubiquitous HoNkER BlAsT 5000.
|
|
Emergency Ejection System
Emergency Ejection System
|
Cost: 3 TC Gamemode: Traitor Job: Roboticist, Research Director
|
Description
|
An exosuit modification designed to quickly eject the pilot after the exosuit suffers catastrophic damage. Cybersun Industries is not liable for any injuries suffered during the ejection sequence.
|
|
Energy Fire Axe
Energy Fire Axe
|
Cost: 10 TC Gamemode: Traitor, Nuclear Operative Job: Station Engineer, Atmospheric Technician, Network Admin, Chief Engineer
|
Description
|
A terrifying axe with a blade of pure energy, able to tear down structures with ease. Easier to store than a standard fire axe while inactive.
|
|
Explosive Letter
Explosive Letter
|
Cost: 1 TC Gamemode: Traitor Job: Quartermaster, Cargo Technician
|
Description
|
A letter with a pipe bomb in it, select the recipient and send it on its merry way. Allows you to address it to a target. When they open it, a mediocre, active pipe bomb is placed in their hand on a 1.5-second timer. Only does significant damage if held by the victim.
|
|
Feral Cat Delivery Grenade
Feral Cat Delivery Grenade
|
Cost: 4 TC Gamemode: Traitor Job: Psychiatrist
|
Contents
|
Description
|
|
The feral cat delivery grenade contains 5 dehydrated feral cats in a similar manner to dehydrated monkeys, which, upon detonation, will be rehydrated by a small reservoir of water contained within the grenade. These cats will then attack anything in sight.
|
|
Gondola meat
Gondola meat
|
Cost: 6 TC Gamemode: Traitor Job: Cook
|
Description
|
A slice of gondola meat will turn any hard-working, brainwashed NT employee into a goody-two-shoes gondola in a matter of minutes.
|
|
Greytide Implant
Greytide Implant
|
Cost: 5 TC Gamemode: Traitor Job: Assistant
|
Description
|
An implant injected into another body, forcing the victim to greytide.
|
|
Haunted Magic Eightball
Haunted Magic Eightball
|
Cost: 2 TC Gamemode: Traitor Job: Curator, Chaplain
|
Description
|
Most magic eightballs are toys with dice inside. Although identical in appearance to the harmless toys, this occult device reaches into the spirit world to find its answers. Be warned, that spirits are often capricious or just little assholes. To use, simply speak your question aloud, then begin shaking.
|
|
Hierophant's Antenna
Hierophant's Antenna
|
Cost: 7 TC Gamemode: Traitor Job: Shaft Miner
|
Description
|
Amplifies the reception signals of the hierophant staff, allows the herald's power to reach the station!
|
|
His Grace
His Grace
|
Cost: 20 TC Gamemode: Traitor Job: Assistant, Chaplain Objectives Required: Hijack
|
Description
|
An incredibly dangerous weapon recovered from a station overcome by the grey tide. Once activated, He will thirst for blood and must be used to kill to sate that thirst. His Grace grants gradual regeneration and complete stun immunity to His wielder, but be wary: if He gets too hungry, He will become impossible to drop and eventually kill you if not fed. However, if left alone for long enough, He will fall back to slumber. To activate His Grace, simply unlatch Him.
|
|
Horror-in-a-Box
Horror-in-a-Box
|
Cost: 14 TC Gamemode: Traitor Player Requirement: 20 Job: Curator
|
Description
|
When dissecting the head of a dead Nanotrasen scientist, our surgeons noticed an incredibly peculiar creature inside and managed to extract it into safe containment. Either a failed experiment or otherworldly monster, this creature has been trained to aid whoever wakes it up. If you aren't afraid of it entering your head, it can prove a useful ally. We take no responsibility for your newfound madness and accept no refunds.
|
|
Exploding Hot Potato
Exploding Hot Potato
|
Cost: 12 TC Gamemode: Traitor Job: Cook, Botanist, Clown, Mime
|
Description
|
A potato rigged with a 10-second explosive timer. On activation, a special mechanism is activated that prevents it from being dropped. Attacking someone with it will stick it to their hand and reset the timer. The explosion will gib whoever is holding the potato.
|
|
EZ Clean Grenade Bundle
EZ Clean Grenade Bundle
|
Cost: 6 TC Gamemode: Traitor Job: Janitor
|
Contents
|
Description
|
|
A box with three cleaner grenades using the trademark Waffle Co. formula. Serves as a cleaner and causes acid damage to anyone standing nearby. The acid only affects carbon-based creatures.
|
|
Guide to Advanced Mimery Series
Guide to Advanced Mimery Series
|
Cost: 12 TC Gamemode: Traitor Job: Mime
|
Contents
|
Description
|
|
The classical two part series on how to further hone your mime skills. Upon studying the series, the user should be able to make 3x1 invisible walls, and shoot bullets out of their fingers. Obviously only works for Mimes.
|
|
Jestographic Sequencer
Jestographic Sequencer
|
Cost: 4 TC Gamemode: Traitor Job: Clown
|
Description
|
The jestographic sequencer, also known as a cmag, is a small card that inverts the access on any door it's used on. Perfect for locking command out of their own departments. Honk!
|
|
Kinetic Accelerator Pressure Mod
Kinetic Accelerator Pressure Mod
|
Cost: 5 TC Gamemode: Traitor Job: Shaft Miner, Mining Medic
|
Description
|
A modification kit which allows Kinetic Accelerators to do greatly increased damage while indoors. Occupies 35% mod capacity.
|
|
Magillitis Serum Autoinjector
Magillitis Serum Autoinjector
|
Cost: 15 TC Gamemode: Traitor Job: Geneticist, Chief Medical Officer
|
Description
|
A single-use autoinjector which contains an experimental serum that causes rapid muscular growth in Hominidae. Side-affects may include hypertrichosis, violent outbursts, and an unending affinity for bananas.
|
|
Modified Syringe Gun
Modified Syringe Gun
|
Cost: 14 TC Gamemode: Traitor Job: Geneticist, Chief Medical Officer
|
Description
|
A syringe gun that fires DNA injectors instead of normal syringes.
|
|
Mining Charge Hacker
Mining Charge Hacker
|
Cost: 4 TC Gamemode: Traitor Job: Shaft Miner, Quartermaster, Mining Medic
|
Description
|
Looks and functions like an advanced mining scanner, but allows mining charges to be placed anywhere and destroy more than rocks. Use it on a mining charge to override its safeties. Reduces explosive power of mining charges due to the modification of their internals. Has 6 uses.
|
|
Psychotic Brawl Notes
Psychotic Brawl Notes
|
Cost: 8 TC Gamemode: Traitor Job: Chemist, Chief Medical Officer, Psychiatrist
|
Description
|
Notes taken from an experienced user of bath salts, written in their own blood. Reading it will greatly randomize the effectiveness of your punches. Best when combined with several narcotics.
|
|
Rapid Syringe Gun
Rapid Syringe Gun
|
Cost: 8 TC Gamemode: Traitor Job: Chemist, Chief Medical Officer, Virologist
|
Description
|
A modified syringe gun with a rotating drum, capable of holding and quickly firing six syringes.
|
|
Reticence Exosuit
Reticence Exosuit
|
Cost: 20 TC Gamemode: Traitor Job: Mime
|
Description
|
A popular product for pantomime performers. For when you need to silence a target a little more... permanently. Comes equipped with advanced cloaking technology, a Quietus carbine, and an RCD.
|
|
Reverse Bear Trap
Reverse Bear Trap
|
Cost: 5 TC Gamemode: Traitor Job: Clown
|
Description
|
An ingenious execution device worn on (or forced onto) the head. Arming it starts a 1-minute kitchen timer mounted on the bear trap. When it goes off, the trap's jaws will violently open, instantly killing anyone wearing it by tearing their jaws in half. To arm, attack someone with it while they're not wearing headgear, and you will force it onto their head after three seconds uninterrupted.
|
|
Reverse Revolver
Reverse Revolver
|
Cost: 8 TC Gamemode: Traitor Job: Clown
|
Contents
|
Description
|
|
A revolver that always fires at its user. "Accidentally" drop your weapon, then watch as the greedy corporate pigs blow their own brains all over the wall. The revolver itself is actually real. Only clumsy people, and clowns, can fire it normally. Comes in a box of hugs. Honk.
|
|
Syndicate Frying Basket
Syndicate Frying Basket
|
Cost: 7 TC Gamemode: Traitor Job: Cook
|
Description
|
A syndicate basket which allows the deep frying of dead corpses, ejects anything which the corpse is wearing.
|
|
(Pointless) Badassery
Bananium Plated Frying Pan
Bananium Plated Frying Pan
|
Cost: 40 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
A frying pan imbued with ancient powers.
|
|
Broken Chameleon Kit
Broken Chameleon Kit
|
Cost: 4 TC Gamemode: Nuclear Operative, Clown Ops
|
Description
|
A set of items that contain chameleon technology allowing you to disguise as pretty much anything on the station, and more! Please note that this kit did NOT pass quality control.
|
|
CentCom Official Costume
CentCom Official Costume
|
Cost: 4 TC Gamemode: Nuclear Operative, Clown Ops
|
Contents
|
Description
|
|
Ask the crew to "inspect" their nuclear disk and weapons system, and then when they decline, pull out a fully automatic rifle and gun down the Captain. Radio headset does not include encryption key. No gun included.
|
|
Clown Costume
Clown Costume
|
Cost: 4 TC Gamemode: Nuclear Operative, Clown Ops
|
Contents
|
Description
|
|
Nothing is more terrifying than clowns with fully automatic weaponry.
|
|
Guerrilla Tape
Guerrilla Tape
|
Cost: 1 TC Gamemode: Traitor, Infiltrator, Nuclear Operatives, Clown Ops
|
Description
|
A suspicious looking roll of tape. It seems to be much more adhesive than the standard variety. Guerrilla tape takes longer to remove than standard tape, and it's painful to do so. In addition, it can also tape items up to a bulky weight class, rather than normal.
|
|
Makeshift Weapons
Makeshift Weapons
|
Cost: 2 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
A one use book that grants access to a number of secret crafting recipes once it has been read. Grants access to: Baseball Bat, Explosive Lance (Grenade), Knife-boxing Gloves, Flamethrower, Pipebomb, and Fire, Bola, Explosive, and Syringe arrows. It also permits you to craft improvised versions of the following items, which suffer from shoddy quality: Pistol, Pistol Magazine (10mm), Suppressor, Tools, Knife, Pickaxe, Radio, ID, and Cryptographic Sequencer.
|
|
Syndicate Balloon
Syndicate Balloon
|
Cost: 20 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
For showing that you are THE BOSS: A useless red balloon with the Syndicate logo on it. Can blow the deepest of covers.
|
|
Syndicate Briefcase Full of Cash
Syndicate Briefcase Full of Cash
|
Cost: 1 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
A secure briefcase containing 5000 space credits. Useful for bribing personnel, or purchasing goods and services at lucrative prices. The briefcase also feels a little heavier to hold; it has been manufactured to pack a little bit more of a punch if your client needs some convincing.
|
|
Syndicate Fedora
Syndicate Fedora
|
Cost: 6 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
This Syndicate Fedora of micro-woven adamantium silk is sure to prove your style! Layered with immensely protective fibers. The fedora can be activated to extend sharp blades out from its rim, functioning as a saw-like melee weapon that can be thrown for immense damage. Upon successfully hitting an object, the fedora will boomerang back to your hands.
|
|
Syndicate Playing Cards
Syndicate Playing Cards
|
Cost: 1 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
A special deck of space-grade playing cards with a thin and sharp metal edge, making them slightly more robust than a normal deck of cards. You can also play card games with them or leave them on your victims.
|
|
Syndicate Smokes
Syndicate Smokes
|
Cost: 2 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
Strong flavor, dense smoke, infused with omnizine.
|
|
Red Syndicate Cape
Red Syndicate Cape
|
Cost: 10 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
A cape to show off your small-time thuggery.
|
|
Bloody Shiny Syndicate Cape
Bloody Shiny Syndicate Cape
|
Cost: 20 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
A cape to show off your grand villainous deeds.
|
|
Omnizine Gummy Bears
Omnizine Gummy Bears
|
Cost: 1 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
Omnizine infused gummy bears. Grape flavor. Chew throughly!
|
|
Sleepy Gummy Bears
Sleepy Gummy Bears
|
Cost: 2 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
Sodium Thiopental infused gummy bears. Berry flavor.
|
|
Syndicate Stamp
Syndicate Stamp
|
Cost: 1 TC Gamemode: Traitor, Infiltrator, Nuclear Operative, Clown Ops
|
Description
|
Even evil needs to do paperwork.
|
|