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.
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.
Weight: 2
Camouflage Fatigues
Faded Eyepatch (provides night vision and flash protection)
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!
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 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.
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.
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.
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!
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.
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.
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.
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
Landing hits builds up focus, which deflects incoming damage and increases the power of some attacks. Wrist Wrench: Grab twice. Forces opponent to drop item in hand and immobilizes for a short time. Flying Kick: Left click to perform a flying back kick, dealing heavy damage and sending you off balance for a moment. Suplex: Left click while grabbing. Decent damage scaling with focus, knocks opponent onto the ground. Stomach Knee: Right click while grabbing. Causes temporary suffocation. Elbow Drop: Left click a downed opponent. Deals damage based on your focus, instantly kills anyone in critical condition.
You will only deflect projectiles when you have enough focus to deflect all incoming damage.
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.
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.
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:
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 10-round 10mm magazine; compatible with the Stechkin Pistol. These rounds are less effective at injuring the target but penetrate protective gear.
An additional 10-round 10mm magazine; compatible with the Stechkin Pistol. Loaded with incendiary rounds which inflict reduced damage, but ignite the target.
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."
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.
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.
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.
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.
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.
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.
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.
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.
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.
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: 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.
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 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.
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: 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
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.
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 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.
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.
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
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.
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.
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, these 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.
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. Holds 5 charges that recharge 0.4 charges per second, or can be manually recharged using uranium.
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!
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.
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 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.
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.
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.
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.
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.
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!
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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!
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.
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.
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.
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.
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.
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.
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.
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. 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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
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.
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.
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: 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 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.
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.
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!
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.
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!
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.
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.
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.
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.
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 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.
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.
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.
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.
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.