Syndicate items can be bought through an uplink by Traitors, Nuclear Operatives and Clown Operatives. Traitors get 20 telecrystals 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 or a headset. 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 or select a headset frequency. 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 and Bosyn-Powell Front.
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 have 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, specialised space suit, chameleon jumpsuit and mask, agent card, specialised contractor baton, 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.
Thermal Imaging Glasses
Briefcase Launchpad
Binoculars
Syndicate Encryption Key
Boxed Space Suit and Helmet
2x Frag Grenade
Flashlight EMP
2x Chameleon Jumpsuit
Agent ID Card
No-Slip Shoes
Camera Bug
AI Detector
Syndicate Encryption Key
Mulligan
Switchblade
Syndicate Cigarettes
Flashlight EMP
Chameleon Projector
Mini Energy Crossbow
Sleepy Pen
Radioactive Scanner
Chameleon Projector
Syndicate Soap
Thermal Imaging Glasses
Flashlight EMP
Radio Jammer
.357 Revolver
2x Speed Loader (.357)
Emag
C4
Nitrile Gloves
Clown Wig and Mask
Executive Suit
Syndicate Bomb
Syndicate Mini Bomb
Power Sink
Black and Red Space Suit and Helmet
Syndicate Encryption Key
Energy Sword
Thermal Imaging Glasses
Emag
No-Slip Shoes
Syndicate Encryption Key
Syndicate Mini Bomb
Freedom Implant
Uplink Implant
EMP Implant
Adrenaline Implant
Explosive Implant
Storage Implant
Hacked AI Module
Emag
Binary Encryption Key
Toy AI Module
AI Detector
Syndicate Toolbox
Camera Bug
Thermal Imaging Glasses
Agent ID Card
Singulo Beacon
Black and Red Space Suit and Helmet
Emag
Syndicate Toolbox
2x C4
2x Airlock Charge
Camera Bug
Power Sink
Detomatix Cartridge
Syndicate Toolbox
Pizza Bomb
EMP Kit
Sniper Rifle
Sniper Rounds (Penetrator)
Thermal Imaging Glasses
Nitrile Gloves
Clown Wig and Mask
Executive Suit
Blood-Red Hardsuit
Bulldog Shotgun
Explosive Implant
2x Shotgun Magazine (12g Buckshot Slugs)
2x C4
Emag
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.
Stechkin Pistol
Suppressor
2x Pistol Magazine (10mm)
Chameleon Jumpsuit
Agent ID Card
Stimpack
Damp Rag
Jabroni outfit
Pink Sweater
Stand Arrow
Donut Box
Stabilized Green Slime Extract
Drug Bottle
Sunglasses
2x Stechkin pistol
2x Pistol magazine (10mm AP)
2x Pistol magazine (10mm)
2x Pistol magazine (10mm incendiary)
Plasma syringe
Red pill injector
3x Sepia slime extract
Katana
Adrenalin Implant
6x Throwing Stars
Chameleon Belt
Agent ID Card
Chameleon Projector
Double-Bladed Energy Sword
Dark Bundle TK DNA Injector
Follower Hoodie
Agent ID Card
No-Slip Shoes
Summon Item Spellbook
Kinetic Speargun
Magspear Quiver
Carp Space Suit
Carp Mask
Carp Delivery Grenade
Trident
The Mad's Labcoat
Jackboots
Megaphone
2x Random Clusterbang Grenades
Bio-terror foam grenade
4x Remote Signalling Device
Syndicate Toolbox
Energy Dagger
Wormhole Projector
Biological Demolecularisor
Objectives of a Bee Liberation Front Operative
Bee Costume
Bee Mask
Yellow Fannypack
Buzzkill Grenade Box
Beesease Culture Bottle
The Stinger
Cold Goggles
Black Gloves
Chameleon Mask
Winter Coat
Winter Boots
4x Gluon Frag Grenade
Geladikinesis DNA Injector
Cryokinesis DNA Injector
Security Temperature Gun
Blue Energy Sword
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!
Twenty telecrystals in their rawest and purest form; can be utilized on active uplinks to increase their telecrystal count.
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.
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 deals no damage, 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.
A handheld chemical sprayer that allows a wide dispersal of selected chemicals. Especially tailored by the Tiger Cooperative, the deadly blend it comes stocked with will disorient, damage, and disable your foes... Use with extreme caution, as anyone caught by the spray will die a quick and painful death if not treated immediately or wearing protective clothing.
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.
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.
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.
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.
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 Carbine
M-90gl Carbine
Cost: 18 TC Gamemode: Nuclear Operative
Description
A fully-loaded, specialized three-round burst carbine that fires 5.56mm ammunition from a 30 round magazine with a toggleable 40mm underbarrel grenade launcher.
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.
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!
A small, easily concealable handgun that uses 10mm auto rounds in 8-round magazines and is compatible with suppressors. Pacifists get a version loaded with soporific rounds.
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.
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!
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.
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
Disarm Intent Has a chance to disarm the opponent's main hand, and immediately pick up the item if successful Grab Intent Will stun opponents for a short second, allowing you to quickly increase the strength of your grabs Harm Intent Will deal a competitive amount of stamina damage, and hitting a standing opponent while you are prone will both knock them down and stand you up
Slam: Grab Harm. Slam opponent into the ground, knocking them down and dealing decent stamina damage. CQC Kick: Disarm Harm. Knocks opponent away and slows them. Deals heavy stamina damage to prone opponents, as well as muting them for a short time. Restrain: Grab Grab. Locks opponents into a restraining position, making your grab harder to break out of, disarm to begin a chokehold which deal gradual oxygen damage until the opponent is unconscious, with the damage increasing based on their stamina damage. Failing to complete the chokehold will weaken and possibly break your grab. Pressure: Disarm Grab. Disables the targetted limb or a random limb if the head or chest are targetted, as well as forcing the target to drop anything they are holding. Consecutive CQC: Harm Harm Harm Harm Harm. Offensive move, deals bonus stamina damage and knocking down on the last hit.
In addition, by having your throw mode on when being attacked, you enter an active defense mode where you have a chance to counter attacks done to you.
A small, easily concealable device. It can be applied to an open airlock panel, booby-trapping it. The next person to use that airlock will trigger an explosion, knocking them down and destroying the airlock maintenance panel.
Martial Arts Scroll
Martial Arts Scroll
Cost: 14 TC Gamemode: Traitor
Description
This scroll contains the secrets of an ancient martial arts technique. You will master unarmed combat, deflecting all ranged weapon fire when throwmode is enabled, but you also refuse to use dishonorable ranged weaponry.
Recall Teachings
Wrist Wrench: Disarm Disarm. Forces opponent to drop item in hand. Back Kick: Harm Grab. Opponent must be facing away. Knocks down. Stomach Knee: Grab Harm. Knocks the wind out of opponent and stuns. Head Kick: Disarm Harm Harm. Decent damage, forces opponent to drop item in hand. Elbow Drop: Harm Disarm Harm Disarm Harm. Opponent must be on the ground. Deals huge damage, instantly kills anyone in critical condition.
You will only deflect projectiles while throwmode is enabled.
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 a debilitating toxin that will damage and disorient targets, causing them to slur as if inebriated. It can produce an infinite number of bolts, but takes time to automatically recharge after each shot. Can only be bought once.
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.
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.
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.
An additional 8-round 10mm magazine; compatible with the Stechkin Pistol. These rounds are less effective at injuring the target but penetrate protective gear.
An additional 8-round 10mm magazine; compatible with the Stechkin Pistol. Loaded with incendiary rounds which inflict little damage, but ignite the target.
An additional 8-round 10mm magazine; compatible with the Stechkin Pistol. These rounds will deliver small doses of tranqulizers on hit, knocking the target out after a few successive hits.
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 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 Slug Drum
Cost: 3 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.
A speed loader that contains seven additional .357 Magnum rounds; usable with the Syndicate revolver. For when you really need a lot of things dead.
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.
.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 walls and multiple enemies.
.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 carbine. These bullets pack less punch than 7.12x82mm rounds, but they still offer more power than .45 ammo.
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.
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.
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.
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.
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.
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.
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: 7 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.
When inserted into a personal digital assistant, this cartridge gives you four opportunities to detonate PDAs of crewmembers who have their message feature enabled. The concussive effect from the explosion will knock the recipient out for a short period, and deafen them for longer.
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.
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.
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!
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.
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: Traitor, 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.
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
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, an emag, 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 and a pinpointer.
Dark Gygax Exosuit
Dark Gygax Exosuit
Cost: 80 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: 80 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: 140 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.
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.
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!
A functional multitool that turns red when it detects an artificial intelligence watching it, and can be activated to display their exact viewing location and nearby security camera blind spots. Knowing when an artificial intelligence is watching you is useful for knowing when to maintain cover, and finding nearby blind spots can help you identify escape routes.
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!
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.
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.
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 Player Requirement: 20
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.
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.
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.
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.
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.
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, this footwear will not protect you from high-speed impacts.
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.
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.
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.
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.
Brainwashing Surgery Program
Brainwashing Surgery Program
Cost: 5 TC Gamemode: Traitor, Infiltrator
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.
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.
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.
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!
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.
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.
A suspicious black and red syndicate toolbox. It comes loaded with a full 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.
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.
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.
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!
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.
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.
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.
Stimpacks, the tool of many great heroes, make you nearly immune to stuns and knockdowns for about 5 minutes after injection.
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.
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.
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.
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.
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.
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.
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.
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.
CNS Rebooter Implant
CNS Rebooter Implant
Cost: 12 TC Gamemode: Nuclear Operative
Description
This implant will help you get back up on your feet faster after being stunned. Comes with an autosurgeon.
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.
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.
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.
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.
Reviver Implant
Reviver Implant
Cost: 8 TC Gamemode: Nuclear Operative
Description
This implant will attempt to revive and heal you if you lose consciousness. Comes with an autosurgeon.
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.
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.
Thermal Eyes
Thermal Eyes
Cost: 8 TC Gamemode: Nuclear Operative
Description
These cybernetic eyes will give you thermal vision. Comes with a free autosurgeon.
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.
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.
We heard that moths such as yourself really like lamps, so we decided to grant you early access to a prototype Syndicate brand "Extra-Bright Lantern™". Enjoy.
This tablet contains a set of old lizard 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.
A radiation bomb guaranteed to irradiate the fuck out of non gaseous lifeforms.
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.
Clown Bomb
Clown Bomb
Cost: 15 TC Gamemode: Traitor Job: Roboticist, Medical Doctor, Chief Medical Officer
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: 25 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 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 only be cured with Mimanas.
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.
Dark H.O.N.K.
Dark H.O.N.K.
Cost: 35 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.
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.
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: 14 TC Gamemode: Traitor Job: Shaft Miner
Description
Amplifies the reception signals of the hierophant staff, allows the herald's power to reach the station!
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.
Hypnotic Flash
Hypnotic Flash
Cost: 7 TC Gamemode: Traitor Job: Psychiatrist
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.
A potato rigged with explosives. On activation, a special mechanism is activated that prevents it from being dropped. The only way to get rid of it if you are holding it is to attack someone else with it, causing it to latch to that person instead.
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.
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.
A heavily modified syringe gun which is capable of synthesizing its own chemical darts using input reagents. Can hold 100u of reagents.
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: 14 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.
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.
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 and pipebomb.
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.
A special deck of space-grade playing cards with a mono-molecular edge and metal reinforcement, making them slightly more robust than a normal deck of cards. You can also play card games with them or leave them on your victims.