Difference between revisions of "Nuclear Agent Items"

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The [[Nuclear Agent|Nuclear Operatives Team]] has access to large array of deadly weapons not available to traitors and can also purchase most item available to regular field operatives. Most items purchasable by traitors are also available to Operatives and can be found [[Syndicate Items|here]].
{{JobAntag}}
Syndicate operatives get access to the following items during the [[Nuclear Agent|Nuclear Emergency]].


Items Not Available to Nuclear Operatives:
Nuclear Operatives also get access to [[Traitor Items]] with the exception of the following equipment:
*Energy Crossbow
*Holoparasites
*Martial Arts Scroll
*Military Belt
*No-slip Syndicate Shoes
*Sleepy Pen
*Syndicate Bundle
*Syndicate Playing Cards
*Syndicate Surplus Crate


<div style="column-count:3;-moz-column-count:3;-webkit-column-count:3; width: 60em;">
* [[File:Hackerman Implant.png|32px]] Binyat Wireless Hacking System
* [[File:Energy_crossbow.png|32px]] Energy Crossbow
* [[File:Combathypo.gif|32px]] Holoparasite
* [[File:Scroll1.png|32px]] Martial Arts Scroll
* [[File:Tacticalturtleneck.png|32px]] "Big Brother" Obfuscation Suit
* [[File:Chainsaw.gif|32px]] Chainsaw
* [[File:Traitorbelt.gif|32px]] Traitor Belt
* [[File:Pen.png|32px]] Sleepy Pen
* [[File:SyndicateBox.png|32px]] Syndicate Bundle
* [[File:Syndicate_Playing_Cards.png|32px]] Syndicate Playing Cards
* [[File:GrayCrate.png|32px]] Syndicate Surplus Crate
* [[File:Razorwire Spool Arm Implant.png|32px]] Razorwire Spool
* [[File:Qani-Laaca Sensory Computer.png|32px]] Qani-Laaca Sensory Computer
</div>


== Highly Visible and Dangerous Weapons ==
== Highly Visible and Dangerous Weapons ==
=== Flamethrower ===
''Primary weapons and devices expressly designed to wreak havoc among one's enemies.''
{{Item
{|class="wikitable sortable mw-collapsible" width="80%" style="background-color:#ff9999;margin:10pt;"
| bgcolor1 = #ffd0d0
|- style="background-color: darkred;font-weight:bold; color: white;text-align:center;"
| bgcolor2 = #ff8888
! style='background-color: darkred' width:150px;                    |Item
| name = Flamethrower
! style='background-color: darkred' width:50px;                      |Cost
| image = Flamethrower.png
! style='background-color: darkred' width:100px;                    |Damage Type
| foundin = Ordered via syndicate uplink, costs 11 telecrystals.
! style='background-color: darkred' width:100px;                    |Damage
| usedfor = Being the twisted firestarter.
! class="unsortable" style='background-color: darkred'              |Description
| strategy = This gun is more for deterence and crowd control than actual combat as your range is somewhat limited. You can very easily block off attackers with the threat of setting them of fire however.
|-
| description = A flamethrower, fuelled by a portion of highly flammable bio-toxins stolen previously from Nanotrasen stations. Make a statement by roasting the filth in their own greed. This can very quickly bring a person down if they are crazy enough to try to charge you as it will immediately ignite them, the tile they are standing on, and it will superheat the air around them which will all cause burn damage.
! Flamethrower<br>[[File:FlameThrower.gif]]
}}
| 3 TC
 
| Burn
=== 'Bulldog' Mag-Fed Shotgun ===
| Variable
{{Item
| A flamethrower fueled by an attached canister of volatile plasma gas. Make a statement by roasting Nanotrasen filth in their own greed. Only has a range of 3x3 tiles, but will instantly ignite targets and heat the air in the area leading to sustained burn damage.
| bgcolor1 = #ffd0d0
|-
| bgcolor2 = #ff8888
! AS-14 "Bulldog" Shotgun<br>[[File:GunBulldog.png]]
| name = 'Bulldog' Shotgun
| N/A
| image = GunBulldog.png
| Variable
| foundin = Found around the Nuke Ops Station.
| Variable
| usedfor = Putting big holes to Nanotransen Crew
| A drum-fed shotgun that carts magazines sporting up to eight rounds. Its damage, accuracy, range, and utility varies depending on the type of ammunition utilized. It can be loaded with slugs, buckshot, dragon's breath, or meteorslug shot.
| strategy = This compact shotgun is specialized for combat in narrow corridors. Use it if you found to be cheap on your operation.
|-
| description = A boarding party shotgun that fires slugs, buckshot, stunshot or Dragon's Breath (Incendiary) rounds in a 8-round drum magazine. The damage depends on what shotgun shell do you load on the gun.
! C-20R Submachine Gun<br>[[File:GunC-20r.png]]
}}
| 70 TC
 
| Brute<br>Stamina
=== C-20r Submachine Gun ===
| 20<br>45
{{Item
| A fully-loaded Scarborough Arms bullpup submachine gun that fires .45 rounds, boasts a 20-round magazine and is compatible with suppressors. Ideal for short to medium range and capable of firing in two round bursts or semi-automatic fire. While it deals low brute damage compared to many other firearms, the stamina damage will stun targets in just three hits making it excellent for keeping crew pinned down for other operatives to finish off.
| bgcolor1 = #ffd0d0
|-
| bgcolor2 = #ff8888
! M-90GL Carbine<br>[[File:GunM-90gl.png]]
| name = C-20r Submachine Gun
| 90 TC
| image = GunC-20r.png
| Brute<br>Explosive
| foundin = Ordered via syndicate uplink, costs 14 telecrystals.
| 35<br>Variable
| usedfor = Killing that pesky Nanotrasen crew.
| A three-round burst 5.56 toploading carbine, designated 'M-90gl' with an attached underbarrel grenade launcher which can be toggled on and off. An ideal weapon for medium to long range, the M-90gl is capable of effectively stopping targets in as little as two bursts.
| strategy = This submachine gun is one of the cheaper options available if you want better firepower than a pistol or shotgun. Point and shoot at the things you want dead.
|-
| description = A fully-loaded Scarborough Arms bullpup submachine gun that fires .45 rounds with a 20-round magazine and is compatible with suppressors. One round from this gun deals 20 brute damage as well as 65 stamina damage.
! L6 Squad Automatic Weapon<br>[[File:GunL6.png]]
}}
| 200 TC
 
| Brute
=== M-90gl Carbine ===
| 45 / +5 Armor Piercing
{{Item
| A fully-loaded Aussec Armoury belt-fed machine gun. This deadly weapon has a massive 50-round magazine of devastating 5.56x45mm ammunition. It requires two hands to appropriately wield, and holding something in your other hand will cause you to drop the weapon due to recoil.
| bgcolor1 = #ffd0d0
|-
| bgcolor2 = #ff8888
! SR-31C (S) Sniper Rifle<br>[[File:GunSniper.png]]
| name = M-90gl Carbine
| 80 TC
| image = GunM-90gl.png
| Variable
| foundin = Ordered via syndicate uplink, costs 18 telecrystals.
| Variable
| usedfor = REALLY killing that pesky Nanotrasen crew.
| A rifle with a very low fire-rate, heavy recoil and devastating damage or effects on whatever its bullets hit. Comes included with a scope that lets you see several tiles ahead at the cost of not being able to spot anyone coming at you from behind. It can also be suppressed if you're planning to be stealthy during your operation. It comes loaded with devastating .50 sniper rounds and can be additionally loaded with Soporific, Antimatter, Hemorrhage or Penetrator rounds. You must also have both hands free to fire this gun!
| strategy = One step above the C-20r submachine gun for a slightly higher cost. This gun features a 3 round burst fire mode, higher base damage, and grenade launching ability, making it a large improvement over the C-20r if your squad can afford it.
|-
| description = A fully-loaded three-round burst carbine that uses 30-round 5.56mm magazines with a togglable underslung 40mm grenade launcher. This gun does not deal stamina damage, but does do 35 brute damage with each shot and can fire a much larger number of rounds in a timespan than the C-20r can.
! Toy Submachine Gun<br>[[File:FoamSubmachineGun.png]]
}}
| 25 TC
 
| Stamina
=== L6 Squad Automatic Weapon ===
| 25
{{Item
| Designed for non-lethal operations, the Donksoft SMG is a cheap alternative to most loud weapons and could potentially be used in stealth operations. You can insert a pen into the darts to make them deal five brute damage.
| bgcolor1 = #ffd0d0
|-
| bgcolor2 = #ff8888
! Toy Machine Gun<br>[[File:FoamMachineGun.png]]
| name = L6 Squad Automatic Weapon
| 50 TC
| image = GunL6.png
| Stamina
| foundin = Ordered via syndicate uplink, costs 40 telecrystals.
| 25
| usedfor = REALLY Killing that pesky Nanotrasen crew and you don't feel like aiming much.
| Designed for non-lethal operations, the Donksoft LMG is a cheaper alternative to most loud weapons and could potentially be used in stealth operations. You can insert a pen into the darts to make them deal five brute damage.
| strategy = The L6 is the big gun. It has a bigger clip and deals far more damage than both the C-20r and the M-90gl but has a price tag to match. If you want to kill any crew member stupid enough to cross you with ease, this is your gun.
|-
| description = A fully-loaded Aussec Armoury belt-fed machine gun. This deadly weapon has a massive 50-round magazine of devastating 5.56x45mm ammunition. The L6 deals a brutal 60 damage per shot, meaning three shots from this will take down even most armored opponents.
! Combat Defribillator Module <br>[[File:Mod Defibrillator.png]]
}}
| 60 TC
 
| Stamina/Oxygen
=== Sarin Gas Grenades ===
| 60
{{Item
| A lifesaving device turned dangerous weapon. Click on someone with the paddles on harm intent to knock them down and deal 60 stamina damage. Will instantly stop the heart of stunned targets. Can be used as a regular defib as well. Installs in a '''MODsuit'''.
| bgcolor1 = #ffd0d0
|-
| bgcolor2 = #ff8888
! Rocket Launcher <br>[[File:RPG.png]]
| name = Sarin Gas Grenades
| 40 TC
| image = grenadeTabun.png
| Brute
| foundin = Ordered via syndicate uplink, costs 15 telecrystals.
| 50
| usedfor = Chemical warfare.
| The pinnacle of destruction. Become the bringer of hellfire with this immaculate weapon as it's roar echoes throughout the station. Ammunition sold separately.
| strategy = Throw in the general direction of your opponents. The ensueing gas cloud should be enough to deter any unprotected attackers and can outright kill the ones dumb enough to charge through it.
|-
| description = A box of four (4) grenades filled with Sarin, a deadly neurotoxin. Use extreme caution when handling and be sure to vacate the premise after using; ensure communication is maintained with team to avoid accidental gassings. Sarin gas has several effects, including twitching, weakness, brain damage, toxin damage, suffocation damage, and burns. If left untreated, sarin gas can be lethal.
|}
}}
 
=== Viscerator Delivery Grenade ===
{{Item
| bgcolor1 = #ffd0d0
| bgcolor2 = #ff8888
| name = Viscerator Delivery Grenade
| image = Viscerator.gif
| foundin = Ordered via syndicate uplink, costs 8 telecrystals.
| usedfor = Causing chaos.
| strategy = Deploy this near a populated area and force the crew to deal with the viscerators while you continue on with your plan. Viscerators are not very strong individually so don't expect too long of a distraction from this.
| description = A unique grenade that deploys a swarm of viscerators upon activation, which will chase down and shred any non-operatives in the area. The grenade spawns 5 viscerators which each deal 15 brute damage every hit. Viscerators only have 15 health however, so they are quite fragile. They are not impeeded by each other's movements, meaning multiple viscerators can occupy the same location.
}}


=== Syndicate Cyborg ===
== Support and Mechanized Exosuits ==
{{Item
{|class="wikitable sortable mw-collapsible" width="80%" style="background-color:#ff9999;margin:10pt;"
| bgcolor1 = #ffd0d0
|- style="background-color: darkred;font-weight:bold; color: white;text-align:center;"
| bgcolor2 = #ff8888
! style='background-color: darkred' width:150px;                    |Item
| name = Syndicate Cyborg
! style='background-color: darkred' width:50px;                      |Cost
| image = Syndiborg.png
! class="unsortable" style='background-color: darkred' width:200px;  |Purpose
| foundin = Ordered via syndicate uplink, costs 50 telecrystals.
! class="unsortable" style='background-color: darkred'              |Description
| usedfor = Exterminate.
|-
| strategy = When used, the operative activating the borg has the option to program it as a combat or medical droid. Essentially, you are buying an additional robotic squad member who comes already fully eqiupped for their role.
! Gygax Exosuit<br>[[File:DarkGygax.png]]
| description = A cyborg designed and programmed for systematic extermination of non-Syndicate personnel. The medical module comes equiped with all necessary tools to heal most any wound and perform any surgery. The combat borg module has more than enough fire power to eliminate most enemies, including a grenade launcher, a heavy machine gun, and an energy sword.
| 400 TC
}}
| A mech for close-range attacks and chasing down key targets with its speed.
| A lightweight exosuit, painted in a dark scheme. Its speed and equipment selection make it excellent for hit-and-run style attacks. It comes fully equipped with a scattershot rifle for easily downing any nearby attackers, leg actuator overload for a power-hungry speed boost, ion thrustors for easier travel through space and moderate armor and shielding to shrug off most conventional means of attack.
|-
! Mauler Exosuit<br>[[File:Mauler.png]]
| 599 TC
| A mech for shrugging off most attacks while blasting crew with missiles, machine guns and scattershot rifles.
| A massive and incredibly deadly Syndicate exosuit. Features long-range targeting, thrust vectoring, deployable smoke, LMG, Scattershot Launcher, Missile Rack and anti-projectile armor attachments. Far more durable than its Gygax counterpart with more utility, weapons, and armour, the Mauler is the peak of Syndicate robotics.
|-
! Syndicate Reinforcement<br>[[File:Syndie.gif]]
| 100 TC
| Receiving another operative to assist you.
| Teleports in another nuclear operative to add to your team. They come equipped with only basic equipment, so make sure you set aside spare telecrystals to buy them some gear.
|-
! Syndicate Assault Cyborg<br>[[File:Syndiborg.png]]
| 250 TC
| Getting a robot buddy programmed for providing combat support.
| A cyborg designed and programmed for systematic extermination of non-Syndicate personnel. The combat borg module has more than enough firepower to eliminate most enemies, including a 15 round grenade launcher, a single-shot heavy machine gun, and an energy sword. They come with an emag and crowbar to force open doors it cannot interface with and an operative/NAD pinpointer to prevent it from getting separated from other operatives. Also comes equipped with nano paste for machine repair.
|-
! Syndicate Medical Cyborg<br>[[File:Syndimedborg.gif]]
| 175 TC
| Getting a robot buddy programmed for providing medical support.
| A cyborg designed and programmed for keeping syndicate operatives alive in the field. It comes with a medibeam gun that works the same way as the handheld version operatives can buy, as well as a hypospray loaded with extremely strong healing nanites, which will quickly heal even the worst injuries. It can keep other syndicate cyborgs alive with nanopaste and features an entire set of surgical equipment should emergency surgery become a necessity. They come with an energy saw for close range combat, an emag and crowbar to force open doors it cannot interface with, and an operative/NAD pinpointer to prevent it from getting separated from other operatives.
|-
! Syndicate Saboteur Cyborg<br>[[File:SyndiSaboborg.gif]]
| 125 TC
| Getting a robot buddy programmed for providing stealthy support.
| A cyborg designed and programmed for hiding onboard NT stations and sabotaging their equipment. It comes with all the standard engineering tools you can find on any NT engineering borg, as well as a special chameleon disguise module that lets it look just like an engineering cyborg when used. If it needs to defend itself or assassinate a target, it is equipped with an energy sword like that of the combat cyborg. They come with an emag and crowbar to force open doors it cannot interface with, and an operative/NAD pinpointer to prevent it from getting separated from other operatives. Also comes equipped with nano paste for machine repair.
|-
|}


=== Gygax Exosuit ===
== Stealthy and Inconspicuous Weapons ==
{{Item
{|class="wikitable sortable mw-collapsible" width="80%" style="background-color:#ff9999;margin:10pt;"
| bgcolor1 = #ffd0d0
|- style="background-color: darkred;font-weight:bold; color: white;text-align:center;"
| bgcolor2 = #ff8888
! style='background-color: darkred' width:150px;                    |Item
| name = Gygax Exosuit
! style='background-color: darkred' width:50px;                      |Cost
| image = DarkGygax.png
! style='background-color: darkred' width:100px;                    |Damage Type
| foundin = Ordered via syndicate uplink, costs 90 telecrystals.
! style='background-color: darkred' width:100px;                    |Damage
| usedfor = Destruction.
! class="unsortable" style='background-color: darkred'              |Description
| strategy = The gygax is pretty expensive, but can do serious damage in the right hands. If the squad chooses to purchase this, then the pilot is expected to do alot of the heavy lifting on the mission.
|-
| description = A lightweight exosuit, painted in a dark scheme. Its speed and equipment selection make it excellent for hit-and-run style attacks. This model lacks a method of space propulsion, and therefore it is advised to repair the mothership's teleporter if you wish to make use of it. The attached long range flamethrower and flash bang launcher make an excellent combination for dealing with crew members who are not properly protected. The gygax also features moderate defenses against most projectile types.
! CQC Manual <br> [[File:cqcmanual.png]]
}}
| 40 TC
 
| Brute, Stamina and Stun
=== Mauler Exosuit ===
| Variable
{{Item
| A manual that teaches a single user tactical Close-Quarters Combat before self-destructing. Does not restrict weapon usage. Your disarms will inflict some stamina damage while shoving people, your grabs will immobilize for a second making it easier to reinforce them, your harm attacks will deal moderate stamina damage, and you will get a set of combos that allow you to efficiently knockdown, disarm or stun your opponent. You can find more information on CQC and its combos [[Martial Arts#Close Quarters Combat (CQC)|Here]].
| bgcolor1 = #ffd0d0
|-
| bgcolor2 = #ff8888
! Krav Maga Implant <br> [[File:Kravgloves.png]]
| name = Mauler Exosuit
| 25 TC
| image = Mauler.png
| Brute, Stamina and Oxygen
| foundin = Ordered via syndicate uplink, costs 140 telecrystals.
| Variable
| usedfor = Complete and Utter Destruction.
| A biochip that teaches you [[Martial Arts#Krav Maga|Krav Maga]] when implanted, great as a cheap backup weapon. Warning: the biochip will override any other fighting styles such as CQC while active.
| strategy = This is a walking war machine. So long as no one sneaks up on you and fries the mech's circuitry, just about anything you look at will die.
|-
| description = A massive and incredibly deadly Syndicate exosuit. Features long-range targeting, thrust vectoring, and deployable smoke. This is the most expensive piece of equipment avialable to the team, and for good reason. This mech features an lmg, a scattershot, a missle launcher, and anti-projectile armor boosters attachments. It also is far more durable than the gygax and has better damage reflection and reduction capabilities, making it an absolute nightmare for any crew to attempt to try to combat.
|}
}}
 
=== Toy Submachine Gun ===
{{Item
| bgcolor1 = #ffd0d0
| bgcolor2 = #ff8888
| name = Donksoft SMG
| image = FoamSubmachineGun.png
| foundin = Ordered via syndicate uplink, costs 5 telecrystals.
| usedfor = PEW PEW PEW
| strategy = Heading into actual combat armed with this is even more ill-advised then using the Donksoft LMG. If truely desperate, you can insert a pen into a dart to deal 5 brute damage when fired.
| description = A modified C-20r sub machine gun with a 20 dart magazine. The darts do no lasting damage, however each will hit for 25 stamina damage.
}}
 
=== Toy Machine Gun ===
{{Item
| bgcolor1 = #ffd0d0
| bgcolor2 = #ff8888
| name = Donksoft LMG
| image = FoamMachineGun.png
| foundin = Ordered via syndicate uplink, costs 10 telecrystals.
| usedfor = PEW PEW PEW PEW PEW
| strategy = This weapon is most useful for stunning your oppenents or decieving someone into thinking you have an actual gun. If truely desperate, you can insert a pen into a dart to deal 5 brute damage when fired.
| description = A modified L6 machine gun fitted to fire from a magazine containing 50 riot-grade foam darts. The darts do no lasting damage, however each dart will hit for 25 stamina damage.
}}


== Ammunition ==
== Ammunition ==
=== Box of Bioterror Syringes ===
''Ammunition for the various weapons employed by Nuclear Agents.''
{{Item
{|class="wikitable sortable mw-collapsible" width="80%" style="background-color:#ff9999;margin:10pt;"
| bgcolor1 = #ffd0d0
|- style="background-color: darkred;font-weight:bold; color: white;text-align:center;"
| bgcolor2 = #ff8888
! style='background-color: darkred' width:150px;                    |Item
| name = Box of Bioterror Syringes
! style='background-color: darkred' width:50px;                      |Cost
| image = Syringes.png
! style='background-color: darkred' width:100px;                    |Damage Type
| foundin = Ordered via syndicate uplink, costs 6 telecrystals.
! style='background-color: darkred' width:100px;                    |Damage
| usedfor = Shutting up annoying hostages.
! class="unsortable" style='background-color: darkred'              |Description
| strategy = Inject this into a person you need to take in alive or to give you time to steal their identity if you are taking a stealthy approach.
|-
| description = A box full of preloaded syringes, containing various chemicals that seize up the victim's motor and broca system , making it impossible for them to move or speak while in their system. One syringe causes brain damage, paralysis, confusion, drowsiness, and removes their ability to speak for a brief duration.
! Box of Bioterror Syringes<br>[[File:Syringes.png]]
}}
| 25 TC
 
| Chemical
=== Drum Magazine - 12g Buckshot ===
| Variable
{{Item
| A box of 7 preloaded syringes, containing various chemicals that seize up the victim's motor and broca system, making it impossible for them to move or speak while in their system. One syringe causes brain damage, paralysis, confusion, drowsiness, and removes their ability to speak for a brief duration. Like all syringes, these will not pierce hardsuits.
| bgcolor1 = #ffd0d0
|-
| bgcolor2 = #ff8888
! Drum Magazine - 12g Buckshot<br>[[File:BulldogAmmo.png]]
| name = Drum Magazine - 12g Buckshot
| 10 TC
| image = Shotgun_shell_red.png
| Brute
| foundin = Ordered via syndicate uplink, costs 2 telecrystals.
| 15
| usedfor = Ammo for the shotgun.
| These rounds are intended for dealing with targets at close quarters. Make sure your firing line is clear, as it's relatively easy to hit friendlies due to the wide spread. Each pellet in a shell deals 15 brute damage with damage falloff the further away a target is.
| strategy = These rounds are intented for inaccurate and spread out damage. Make sure you are not behind your fellow operatives when using this ammunition or you risk hitting them.
|-
| description = An additional 8-round buckshot magazine for use in the Bulldog shotgun. Front towards enemy. Each pellet in a shell deals 15 brute damage.
! Drum Magazine - 12g Slugs<br>[[File:BulldogAmmo.png]]
}}
| 10 TC
| Brute
| 60
| An additional 8-round slug magazine for use in the Bulldog shotgun. Slugs are capable of quickly taking down even the most armoured of targets.
|-
! Drum Magazine - 12g Meteorslug <br>[[File:BulldogStun.png]]
| 10 TC
| Brute<br>Stun
| 30 brute/2 second weaken
| An alternative 8-round meteorslug magazine for use in the Bulldog shotgun. Great for blasting airlocks off their frames and knocking down enemies.
|-
! Drum Magazine - 12g Dragon's Breath<br>[[File:BulldogFire.png]]
| 10 TC
| Brute<br>Burn
| 5<br>Variable
| An alternative 8-round dragon's breath magazine for use in the Bulldog shotgun. Each shell contains 4 pellet which deal 5 brute damage and sets the target on fire. Additionally the pellets leave a heat trail, raising the temperature of areas they passed by.
|-
! Shotgun Ammo Grab Bag<br>[[File:DuffleSyndiShotgun.png]]
| 60 TC
| N/A
| N/A
| A bag containing an assortment of ammo drums for the Bulldog Shotgun at a discounted price. Features one Dragon's Breath drum, two Buckshot drums, and six Slug drums.
|-
! Magazine - .45<br>[[File:Ammo_45.png]]
| 20 TC
| Brute<br>Stamina
| 20<br>65
| An additional 20 round magazine for the C-20r Submachine Gun.
|-
! .45 Ammo Grab Bag<br>[[File:DuffleSyndiShotgun.png]]
| 140 TC
| N/A
| N/A
| A bag containing 10 .45 C20r Magazines at a discounted price. A great purchase if you declare war or plan to have all operatives using the C20r SMG.
|-
! Toploader Magazine - 5.56<br>[[File:Ammo_556.png]]
| 10 TC
| Brute
| 35
| An additional 30 round magazine for the M-90gl.
|-
! Ammo Box - 40mm Grenades<br>[[File:Ammo_40mm.png]]
| 20 TC
| Brute<br>Explosive
| 60<br>Variable
| An additional 4 grenade launcher rounds for the M-90gl. Each shell does 60 brute damage on hit, followed by an explosion which can easily dismember a person even if the shell does not hit them directly.
|-
! Box Magazine - 5.56x45mm<br>[[File:Ammo_762.png]]
| 60 TC
| Brute
| 45 / +5 Armor Piercing
| An additional 50 round magazine for the L6-SAW.
|-
! Box of Riot Darts<br>[[File:FoamRiotDarts.png]]
| 10 TC
| Stamina
| 25
| This ammo box contains 40 additional riot foam darts which can be used to load the Toy Submachine Gun or the Toy Machine Gun.
|-
! .50 Magazine<br>[[File:Ammo_50cal.png]]
| 15 TC
| Brute
| 70 / +50 Armor Piercing
| An additional 6 round .50 magazine for the Sniper Rifle. These bullets will stun anyone they hit and can destroy walls and objects
|-
! .50 Antimatter Magazine<br>[[File:Ammo_50cala.png]]
| 30 TC
| Brute
|70 / +50 Armor Piercing
| An additional 6 round .50 Antimatter magazine for the Sniper Rifle. Rounds have a 50% chance of delimbing the target and do massive damage to walls and objects.
|-
! .50 Soporific Magazine<br>[[File:Ammo_50cals.png]]
| 15 TC
| Sleep
| 40 secs
| An additional 3 round .50 Soporific magazine for the Sniper Rifle. Rounds deal 0 damage, but instantly put a target to sleep.
|-
! 50 Hemorrhage Magazine<br>[[File:Ammo_50calh.png]]
| 15 TC
| Brute
| 45 / +25 Armor Piercing
| An additional 5 round .50 Hemorrhage magazine for the Sniper Rifle. On top of 45 brute damage, each shot stuns the target for 3 seconds and reduces blood level by 26%.
|-
! .50 Penetrator Magazine<br>[[File:Ammo_50calp.png]]
| 20 TC
| Brute
| 60 / +50 Armor Piercing
| An additional 5 round .50 Penetrator magazine for the Sniper Rifle. Each round is capable of penetrating an unlimited number of targets, objects and walls in its path up to a range of 50 tiles.
|-
! Rocket Launcher Shell<br>[[File:Rocket Shell.png]]
| 30 TC
| Brute
| 40
| A single shell for your RPG. Don't underestimate it however, as it leaves debilitating station damage and gib targets on direct impact.
|}


=== Drum Magazine - 12g Slugs ===
== Space Suits and Modsuits ==
{{Item
'''NOTE''':
| bgcolor1 = #ffd0d0
* The stats can be plugged into this  [https://www.desmos.com/calculator/nleu3rbzq5/ formula]  to get the percentage of damage blocked. For instance, a score of 20 on lasers means 28.57% of damage blocked from lasers.
| bgcolor2 = #ff8888
* The projectiles from the Proto-kinetic accelerator are affected by bomb armour.
| name = Drum Magazine - 12g Slugs
{| class="wikitable sortable mw-collapsible" width="80%" style="text-align: center; background-color: #ff9999;"
| image = Shotgun_shell_white.png
|- style="font-weight: bold; text-align: center; background-color: darkred; color: white;"
| foundin = Ordered via syndicate uplink, costs 2 telecrystals.
| style="width: 150pt; center;"            | Item
| usedfor = Ammo for the shotgun.
| style="width: 50pt; center;"            | Cost
| strategy = This ammo is designed to have less spread than the normal buckshot, meaning you have a much lower chance of taking out your fellow operatives.
| style="width: 50pt;" class="unsortable"  | Coverage
| description = An additional 8-round slug magazine for use in the Bulldog shotgun. Now 8 times less likely to shoot your pals. Each shell is capable of doing 60 brute damage.
| style="width: 30pt;" class="unsortable"  | Brute
}}
| style="width: 30pt;" class="unsortable"  | Bullet
| style="width: 30pt;" class="unsortable"  | Laser
| style="width: 30pt;" class="unsortable"  | Stamina
| style="width: 30pt;" class="unsortable"  | Bomb
| style="width: 30pt;" class="unsortable"  | Rad
| style="width: 30pt;" class="unsortable"  | Fire
| class="unsortable"                      | Description
|-
! Syndicate Elite MODsuit <br> [[File:Mod Syndicate Elite.png]]
| 40 TC
| Full Body
| 50 in EVA mode <br> 75 in combat mode
| 45 in EVA mode <br> 75 in combat mode
| 35 in EVA mode <br> 50 in combat mode
| 10 in EVA mode <br> 25 in combat mode
| 60
| IMMUNE
| IMMUNE
|An advanced MODsuit with superior armor to the standard Syndicate MODsuit. Nanotrasen crew who spot these suits are known to *really* panic. Comes packaged with internals inside the suit.
|}


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


=== Drum Magazine - 12g Dragon's Breath ===
== Stealth and Camouflage Items ==
{{Item
{|class="wikitable sortable mw-collapsible" width="80%" style="background-color:#ff9999;margin:10pt;"
| bgcolor1 = #ffd0d0
|- style="background-color: darkred;font-weight:bold; color: white;text-align:center;"
| bgcolor2 = #ff8888
! style='background-color: darkred' width:150px;                    |Item
| name = Drum Magazine - 12g Dragon's Breath
! style='background-color: darkred' width:50px;                      |Cost
| image = Dragonsbreath_Shell.png
! class="unsortable" style='background-color: darkred' width:200px;  |Purpose
| foundin = Ordered via syndicate uplink, costs 2 telecrystals.
! class="unsortable" style='background-color: darkred'              |Description
| usedfor = Ammo for the shotgun.
|-
| strategy = The spread on this type of ammunition makes it useful when dealing with large crowds, just make sure your fellow operatives are not in the line of fire.
! Honk-brand Infiltration Kit <br> [[File:FPClown.png|64px]]
| description = An alternative 8-round dragon's breath magazine for use in the Bulldog shotgun. Each shell contains 4 pellet which deal 5 brute damage and sets the target on fire. Additionally the pellets leave a heat trail, raising the temperature of areas they passed by.
| 30 TC
}}
| HONK
 
| A backpack containing the standard clown loadout, so you can put on the greatest show NT has ever seen! Also comes with a voice changer mask rather than the usual clown mask, some confetti bulldog drums, a cap gun, a pair of clown magboots to assist with boarding and a comic dna injector so you'll even talk like a clown once on board.
=== Ammo Duffelbag - Shotgun Ammo Grab Bag ===
|-
{{Item
|}
| bgcolor1 = #ffd0d0
| bgcolor2 = #ff8888
| name = Ammo Duffelbag - Shotgun Ammo Grab Bag
| image = DuffleSyndiShotgun.png
| foundin = Ordered via syndicate uplink, costs 10 telecrystals.
| usedfor = Ammo for the shotgun.
| strategy = The bag contains the equivalent of 9 free telecrystals worth of shotgun shells. If the team is having trouble arming everyone, this bag should be more than enough to keep an operative's shotgun firing through an entire mission.
| description = A bag containing an assortment of shotgun magazines. There is one dragon's breath magazine, one stunshot magazine, one standard buckshot magazine, and six slug magazines in the bag and it can hold most other items a standard backpack can hold.
}}
 
=== Magazine - .45 ===
{{Item
| bgcolor1 = #ffd0d0
| bgcolor2 = #ff8888
| name = Magazine - .45
| image = Ammo_45.png
| foundin = Ordered via syndicate uplink, costs 2 telecrystals.
| usedfor = Ammo for the C-20r submachine gun.
| strategy = Order in conjunction with the C-20r.
| description = An additional 20 round magazine for the [[Nuclear Agent Items#C-20r_Submachine_Gun|C-20r]]. Each round deals 20 brute damage and 65 stamina damage.
}}
 
=== Toploader Magazine - 5.56 ===
{{Item
| bgcolor1 = #ffd0d0
| bgcolor2 = #ff8888
| name = Toploader Magazine - 5.56
| image = Ammo_556.png
| foundin = Ordered via syndicate uplink, costs 2 telecrystals.
| usedfor = Ammo for the M-90gl carbine.
| strategy = Order in conjunction with the M-90gl.
| description = An additional 30 round magazine for the [[Nuclear Agent Items#M-90gl_Carbine|M-90gl]]. Each round deals 35 brute damage.
}}
 
=== Ammo Box - 40mm grenades ===
{{Item
| bgcolor1 = #ffd0d0
| bgcolor2 = #ff8888
| name = Ammo Box - 40mm grenades
| image = Ammo_40mm.png
| foundin = Ordered via syndicate uplink, costs 4 telecrystals.
| usedfor = Ammo for the M-90gl carbine grenade launcher attachment.
| strategy = Order in conjunction with the M-90gl.
| description = An additional 4 grenade launcher rounds for the [[Nuclear Agent Items#M-90gl_Carbine|M-90gl]]. Each shell does 60 brute damage on hit, followed by an explosion which can easily dismember a person even if shell does not hit them directly.
}}
 
=== Box Magazine - 5.56x45mm ===
{{Item
| bgcolor1 = #ffd0d0
| bgcolor2 = #ff8888
| name = Box Magazine - 5.56x45mm
| image = Ammo_762.png
| foundin = Ordered via syndicate uplink, costs 12 telecrystals.
| usedfor = Ammo for the L6 LMG.
| strategy = Order in conjunction with the L6 LMG.
| description = An additional 50 round magazine for the [[Nuclear Agent Items#L6_Squad_Automatic_Weapon|L6]]. Each round deals 60 brute damage.
}}
 
=== Box of Riot Darts ===
{{Item
| bgcolor1 = #ffd0d0
| bgcolor2 = #ff8888
| name = ammo box (Foam Darts)
| image = FoamRiotDarts.png
| foundin = Ordered via syndicate uplink, costs 2 telecrystals.
| usedfor = Ammo for the toy guns.
| strategy = Order in conjunction with a toy weapon which uses foam dart ammo.
| description = This ammo box contains 40 additional riot foam darts which can be used to load the [[Nuclear Agent Items#Toy_Submachine_Gun|toy submachine gun]] or the [[Nuclear Agent Items#Toy_Machine_Gun|toy machine gun]]. The darts do no lasting damage but do cause 25 stamina damage each.
}}


== Devices and Tools ==
== Devices and Tools ==
=== Elite Syndicate Hardsuit ===
{|class="wikitable sortable mw-collapsible" width="80%" style="background-color:#ff9999;margin:10pt;"
{{Item
|- style="background-color: darkred;font-weight:bold; color: white;text-align:center;"
| bgcolor1 = #ffd0d0
! style='background-color: darkred' width:150px;                    |Item
| bgcolor2 = #ff8888
! style='background-color: darkred' width:50px;                      |Cost
| name = Elite Syndicate Hardsuit
! class="unsortable" style='background-color: darkred' width:200px;  |Purpose
| image = Elite_Syndi_Hardsuit.png
! class="unsortable" style='background-color: darkred'              |Description
| foundin = Ordered via syndicate uplink, costs 8 telecrystals.
|-
| usedfor = Superb protection and space travel.
! Blood-Red Magboots <br> [[File:Syndi_Magboots.png]]
| strategy = This suit provides great armor and is no more expensive than the normal hardsuit, making it well worth it's price when looking for defense.
| 10 TC
| description = The elite Syndicate hardsuit is worn by only the best nuclear agents. Features much better armoring and complete fireproofing. When the built in helmet is deployed your identity will be protected. Toggling the suit into combat mode will allow you all the mobility of a loose fitting uniform without sacrificing armoring. Additionally the suit is collapsible, small enough to fit within a backpack. Nanotrasen crewmembers are trained to report red space suit sightings; these suits in particular are known to drive employees into a panic.
| Staying upright in zero-gravity environments.
}}
| A pair of magnetic boots with a Syndicate paintjob that assist with freer movement in space or on-station during gravitational generator failures. Just like Nanotrasen magboots, these boots will slow you down while active in indoor areas.
 
|-
=== Blood-Red Magboots ===
! Medbeam Gun <br> [[File:gunMedbeam.png]]
{{Item
| 75 TC
| bgcolor1 = #ffd0d0
| Providing medical aid to a target.
| bgcolor2 = #ff8888
| A beam gun which can heal both brute and burn damage on a target. This gun also has a chance to mend broken bones, internal bleeding and burn wounds with each healing pulse. Caution is advised if the team has more than two Medbeam gun users, as crossing the beams will result in an explosion.
| name = Syndicate Combat Medic Kit
|-
| image = Syndi_Magboots.png
! Energy Shield <br> [[File:Eshield.png]]
| foundin = Ordered via syndicate uplink, costs 3 telecrystals.
| 40 TC
| usedfor = Staying upright in zero-gravity environments.
| Blocking and defending energy-based projectiles.
| strategy = These magboots were made for walking, and that's just what they'll do.
| Capable of deflecting energy projectiles, the Energy Shield is ideally paired with a weapon. It is completely useless against ballistic weaponry, meaning you should prioritize targets with ballistics while using it.
| description = A pair of magnetic boots with a Syndicate paintjob that assist with freer movement in space or on-station during gravitational generator failures. Just like Nanotrasen magboots, these boots will slow you down while active in indoor areas.
|-
}}
! Combat Medic Kit <br> [[File:Syndikit.png]]
 
| 30 TC
=== Medbeam Gun ===
| Healing and reviving other operatives.
{{Item
| The first aid kit comes with a 2 emergency stabilization pens, four synthflesh patches, a night vision medical hud, and a hypospray filled with combat stims.
| bgcolor1 = #ffd0d0
|-
| bgcolor2 = #ff8888
! Syndicate Detonator <br> [[File:SyndiDetonator.png]]
| name = Medbeam Gun
| 5 TC
| image = gunMedbeam.png
| Synchronizing syndicate bomb detonations.
| foundin = Ordered via syndicate uplink, costs 15 telecrystals.
| Activating this will set off all currently planted Syndicate Bombs in five seconds.
| usedfor = Being the team medic.
|-
| strategy = Aim at a teammate to connect a beam of energy to them which will heal them for as long as the beam remains unbroken.
! Diamond Tipped Thermal Safe Drill<br> [[File:Diamond_drill.png|64px]]
| description = A beam gun which can heal both brute and burn damage on a target. This gun also has a chance to mend broken bones with each healing pulse. Caution is advised if the team has more than two Medbeam gun users, as crossing the beams will result in an explosion.
| 5 TC
}}
| Forcing open that pesky safe.
 
| For when the captain decides to put the nuke disk inside their floor safe - this is one of only two ways to force it open. To use the drill, first attach it to the safe and then activate it to start the drilling. Once completed, you'll need to remove the drill before you can open the safe up. It's advised to have someone on the team keep a single telecrystal spare to buy this, lest you find yourself right on top of the disk with no means to get to it.
=== Energy Shield ===
|-
{{Item
! Assault Pod Targeting Device <br> [[File:AssaultPodTargeter.png]]
| bgcolor1 = #ffd0d0
| 125 TC
| bgcolor2 = #ff8888
| Space Marine Roleplay and aggressive boarding of hostile ships.
| name = Energy Shield
| The assault pod is a heavily armored and weaponized mobile base that can be crashed into the ship you have been tasked with destroying. The pod comes equipped with 8 automated machine guns on its hull which will fire upon any non-Syndicate targets in range. Keep in mind that although the pod gives you a very defensible entry point when starting your attack, it is a one way trip.
| image = Eshield.png
|-
| foundin = Ordered via syndicate uplink, costs 16 telecrystals.
! Teleporter Circuit Board <br> [[File:EngineeringCircuitboard.png]]
| usedfor = Blocking.
| 100 TC
| strategy = The energy shield greatly increases an operative's ability to survive. The shield can be active in one hand while firing a weapon with the other.
| Warping onto the Nanotrasen ship.
| description = An incredibly useful personal shield projector, capable of reflecting energy projectiles and defending against other attacks.
| A printed circuit board that completes the teleporter on-board the mothership. Mostly useless, since a teleporter board can be stolen for the cost of a few blocks of C4 from telecomms, or from the abandoned teleporter.
}}
|-
 
! VTEC Upgrade Module <br> [[File:Cyborg upgrade2.png|64px]]
=== Syndicate Combat Medic Kit ===
| 30 TC
{{Item
| Increase survivability of your cyborgs.
| bgcolor1 = #ffd0d0
| Makes the borg as fast as average human to keep them from falling behind the team or lets them avoid danger much easier. You only need your ID and a crowbar to install.
| bgcolor2 = #ff8888
|}
| name = Syndicate Combat Medic Kit
| image = Syndikit.png
| foundin = Ordered via syndicate uplink, costs 9 telecrystals.
| usedfor = Healing and reviving other operatives.
| strategy = This pack will heal most external damage, but does not have anything which can combat internal injuries such as broken bones.
| description = The first aid kit comes with a compact defibrillator, patches for brute and burn damage, a night vision medical hud, a hypospray filled with combat stims, a lethal injection syringe, and what may be the most crucial part of a tactical medkit, a stethoscope.
}}
 
=== Syndicate Detonator ===
{{Item
| bgcolor1 = #ffd0d0
| bgcolor2 = #ff8888
| name = Syndicate Detonator
| image = SyndiDetonator.png
| foundin = Ordered via syndicate uplink, costs 3 telecrystals.
| usedfor = Synchronizing syndicate bomb detonations.
| strategy = Activating this will set off all currently planted Syndicate Bombs, which can be handy when trying to coordinate attacks from multiple fronts.
| description = A very simple looking button. Simply push it once all operatives are clear of the blast radius to detonate all active bombs.
}}
 
=== Assault Pod Targetting Device ===
{{Item
| bgcolor1 = #ffd0d0
| bgcolor2 = #ff8888
| name = Assault Pod Targetting Device
| image = AssaultPodTargeter.png
| foundin = Ordered via syndicate uplink, costs 30 telecrystals.
| usedfor = Highly aggressive boarding of ships.
| strategy = Select from a list of locations near or on the ship you intent to attack. Once selected, the controls within the pod will allow it to be launched.
| description = The assault pod is a heavily armored and weaponized mobile base that can be crashed into the ship you have been tasked with destroying. The pod comes equipped with 8 automated machine guns on it's hull which will fire upon any non-Syndicate targets in range. Keep in mind that although the pod gives you a very defensible entry point when starting your attack, it is a one way trip meaning your team must find another way back off station.
}}
 
=== Teleporter Circuit Board ===
{{Item
| bgcolor1 = #ffd0d0
| bgcolor2 = #ff8888
| name = Teleporter Circuit Board
| image = CircuitboardTele.png
| foundin = Ordered via syndicate uplink, costs 40 telecrystals.
| usedfor = Warping onto the Nanotrasen ship.
| strategy = Once the teleporter is fully operational and calibrated, the team can teleport directly onto the target ship. This can save valuable time that would be sent breaking into the ship with explosives or other methods.
| description = A printed circuit board that completes the teleporter on-board the mothership. Advise you test fire the teleporter before entering it, as malfunctions can occur.
}}


== Implants ==
== Implants ==
=== Thermal Vision Implant ===
{|class="wikitable sortable mw-collapsible" width="80%" style="background-color:#ff9999;margin:10pt;"
{{Item
|- style="background-color: darkred;font-weight:bold; color: white;text-align:center;"
| bgcolor1 = #ffd0d0
! style='background-color: darkred' width:150px;                    |Item
| bgcolor2 = #ff8888
! style='background-color: darkred' width:50px;                      |Cost
| name = Thermal Vision Implant
! class="unsortable" style='background-color: darkred' width:200px;  |Purpose
| image = AutoImplanter.png
! class="unsortable" style='background-color: darkred'              |Description
| foundin = Ordered via syndicate uplink, costs 8 telecrystals.
|-
| usedfor = Seeing enemies and other living creatures through walls.
! Thermal Vision Implant <br> [[File:AutoImplanter.png]]
| strategy = A cheaper alternative to X-ray implants when low on funds. Both the implanter and implant are contained within a box. Place the implant into the implanter and then activate the implanter while it is in your hand to inject yourself.
| 40 TC
| description = Thermal vision allows you to see living creatures, but not any equipment they may be dragging with them. If your team has an extra 2 telecrystals to spend, the X-ray vision implant is a slightly more expensive but effective option.
| Seeing enemies and other living creatures through walls.
}}
| Thermal vision allows you to see living creatures, but not any equipment they may be dragging with them. If your team has an extra 2 telecrystals to spend, the X-ray vision implant is a slightly more expensive but more effective option.
 
|-
=== X-ray Vision Implant ===
! X-ray Vision Implant <br> [[File:AutoImplanter.png]]
{{Item
| 50 TC
| bgcolor1 = #ffd0d0
| Seeing living creatures and everything else around you through the walls.
| bgcolor2 = #ff8888
| X-ray vision allows you to see everything in your vicinity as if the walls did not exist. This is very handy knowledge to have when trying to sneak through an enemy ship or outmaneuver enemy combatants.
| name = X-ray Vision Implant
|-
| image = AutoImplanter.png
! CNS Rebooter Implant <br> [[File:AutoImplanter.png]]
| foundin = Ordered via syndicate uplink, costs 10 telecrystals.
| 60 TC
| usedfor = Seeing living creatures and everything else around you through the walls.
| Reducing down time when in combat.
| strategy = The pinnacle of vision enhancing modifications. Both the implanter and implant are contained within a box. Place the implant into the implanter and then activate the implanter while it is in your hand to inject yourself.
| This implant will lower the amount of time you are down from any stun effect. This includes being shot by disabling weaponry and being knocked down from explosions. It will reduce the stun time from being tased or baton just enough to make you impossible to be cuffed by a single individual.
| description = X-ray vision allows you to see everything in your vicinity as if the walls did not exist. This is very handy knowledge to have when trying to sneak through an enemy ship or outmaneuver enemy combatants.
|-
}}
! Hardened Reviver Implant <br> [[File:AutoImplanter.png]]
 
| 40 TC
=== CNS Rebooter Implant ===
| Emergency healing when in critical health.
{{Item
| The reviver implant will attempt to heal damage on the user should they fall into critical health. Only basic damage types are heal-able with this implant and more advanced injuries such as broken bones, injured organs, and internal bleeding will not be fixed. Unlike the normal reviver implant, this hardened one is immune to EMP attacks.
| bgcolor1 = #ffd0d0
|-
| bgcolor2 = #ff8888
! Microbomb Implant <br> [[File:BombImplant.png]]
| name = CNS Rebooter Implant
| 10 TC
| image = AutoImplanter.png
| Blowing yourself up for the glory of the Syndicate.
| foundin = Ordered via syndicate uplink, costs 12 telecrystals.
| A final stand weapon which can be triggered manually by an operative or activates automatically upon death to prevent capture of Syndicate technologies by other companies. The size of the explosion can be increased by adding additional implants to an operative.
| usedfor = Reducing down time when in combat.
|-
| strategy = Handy to have when expecting heavy resistance. Both the implanter and implant are contained within a box. Place the implant into the implanter and then activate the implanter while it is in your hand to inject yourself.
! Macrobomb Implant <br> [[File:BombImplant.png]]
| description = This implant will lower the amount of time you are down from any stun effect. This includes being shot by disabling weaponry and being knocked down from explosions.
| 50 TC
}}
| Blowing yourself up, the enemy up, and anything else remotely near you up for the glory of the Syndicate.
 
| A final stand weapon which can be triggered manually by an operative or activates automatically upon death. The resulting explosion is significantly larger than the microbomb implant and should not be used anywhere near your fellow operatives. There is a 3 second delay when detonating the implant manually, so if you're going to suicide charge/bomb the Captain, make sure they can't run away from you and skedaddle.
=== Reviver Implant ===
|}
{{Item
| bgcolor1 = #ffd0d0
| bgcolor2 = #ff8888
| name = Reviver Implant
| image = AutoImplanter.png
| foundin = Ordered via syndicate uplink, costs 8 telecrystals.
| usedfor = Emergency healing when unconcious.
| strategy = Good for giving yourself a second chance should a battle not go in your favor. Both the implanter and implant are contained within a box. Place the implant into the implanter and then activate the implanter while it is in your hand to inject yourself.
| description = The reviver implant will attempt to heal damage on the user should they fall unconscious. It is important to note that only basic damage types are heal-able with this implant and more advanced injuries such as broken bones, injured organs, and internal bleeding will not be fixed by it.
}}
 
=== Cybernetic Implants Bundle ===
{{Item
| bgcolor1 = #ffd0d0
| bgcolor2 = #ff8888
| name = Cybernetic Implants Bundle
| image = SyndicateImplantBox.png
| foundin = Ordered via syndicate uplink, costs 40 telecrystals.
| usedfor = Providing a variety of implants for the whole team.
| strategy = This is an effective purchase to make before buying any specific implants you or your teammates might want.
| description = The implant bundle gives you 5 random enhancement implants picked from the four types available to your team (thermal vision, x-ray vision, anti-stun, and reviver). Although the implants in the bundle are random, it is on average cheaper to purchase the bundle then to get 5 individual implants.
}}
 
=== Microbomb Implant ===
{{Item
| bgcolor1 = #ffd0d0
| bgcolor2 = #ff8888
| name = Microbomb Implant
| image = BombImplant.png
| foundin = Ordered via syndicate uplink, costs 2 telecrystals. Operatives also spawn with this type of implant already in them.
| usedfor = Blowing yourself up for the glory of the Syndicate.
| strategy = Inject yourself with the pre-loaded syringe to obtain the implant and activate the power should you want to explode.
| description = A final stand weapon which can be triggered manually by an operative or activates automatically upon death to prevent capture of Syndicate technologies by other companies. The size of the explosion can be increased by adding additional implants to an operative.
}}


=== Macrobomb Implant ===
== Bundles ==
{{Item
{|class="wikitable sortable mw-collapsible" width="80%" style="background-color:#ff9999;margin:10pt;"
| bgcolor1 = #ffd0d0
|- style="background-color: darkred;font-weight:bold; color: white;text-align:center;"
| bgcolor2 = #ff8888
! style='background-color: darkred' width:150px;                    |Item
| name = Macrobomb Implant
! style='background-color: darkred' width:50px;                      |Cost
| image = BombImplant.png
! class="unsortable" style='background-color: darkred' width:200px;  |Purpose
| foundin = Ordered via syndicate uplink, costs 20 telecrystals.
! class="unsortable" style='background-color: darkred'              |Description
| usedfor = Blowing yourself up, the enemy up, and anything else remotely near you up for the glory of the Syndicate.
|-
| strategy = Inject yourself with the pre-loaded syringe to obtain the implant and activate the given power should you want to explode. Useful for maximizing collateral damage.
! Bulldog Bundle <br> [[File:DuffleSyndiShotgun.png]]
| description = A final stand weapon which can be triggered manually by an operative or activates automatically upon death to prevent capture of Syndicate technologies by other companies. The resulting explosion is significantly larger than the microbomb implant and should not be used anywhere near your fellow operatives.
| 45 TC
}}
| Ambushing people in darkness or around corners with close range buckshot shells.
| A duffelbag that comes with the Bulldog shotgun, 2 buckshot magazines and a pair of chameleon thermal glasses, saving 3TC over buying the items separately. Keep in mind that you get a free bulldog shotgun on the shuttle, so consider whether you need the other items in this bundle before purchasing it.
|-
! C-20r Bundle <br> [[File:DuffleSyndiShotgun.png]]
| 90 TC
| Silenced suppression of multiple targets.
| A duffelbag that comes with the C-20r SMG, 3 additional .45 magazines and a surplus suppressor, saving 3TC over buying the items separately. Excellent value if you plan to use the C-20r as your main weapon.
|-
! Medical Bundle <br> [[File:DuffleSyndiMed.png]]
| 80 TC
| Keeping your teammates alive.
| A duffelbag that comes with the Medical beam gun and a pair of blood red magboots, saving 4TC over buying the items separately. Very useful if you want to play a dedicated support role in the team.
|-
! Sniper Bundle <br> [[File:Briefcase.png]]
| 90 TC
| Being a highly professional operative.
| A briefcase that comes with the Syndicate sniper rifle, 2 Soporific magazines, a surplus suppressor and an armored black suit complete with red tie, saving 5TC over buying the items separately. Geared more towards stealth operatives, the Soporific rounds will let you silence anyone who spots you to prevent early detection while the suit can be used to blend in better with the crew.
|-
! Cybernetic Implants Bundle <br> [[File:SyndicateImplantBox.png]]
| 200 TC
| Provides a variety of implants for the whole team.
| The implant bundle gives you 5 random enhancement implants picked from the four types available to your team (thermal vision, x-ray vision, anti-stun, and reviver). Although the implants in the bundle are random, it is on average cheaper to purchase the bundle then to get 5 individual implants.
|-
|}


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

Latest revision as of 11:23, 26 September 2024

Antagonist


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

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

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

Highly Visible and Dangerous Weapons

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

Item Cost Damage Type Damage Description
Flamethrower
FlameThrower.gif
3 TC Burn Variable A flamethrower fueled by an attached canister of volatile plasma gas. Make a statement by roasting Nanotrasen filth in their own greed. Only has a range of 3x3 tiles, but will instantly ignite targets and heat the air in the area leading to sustained burn damage.
AS-14 "Bulldog" Shotgun
GunBulldog.png
N/A Variable Variable A drum-fed shotgun that carts magazines sporting up to eight rounds. Its damage, accuracy, range, and utility varies depending on the type of ammunition utilized. It can be loaded with slugs, buckshot, dragon's breath, or meteorslug shot.
C-20R Submachine Gun
GunC-20r.png
70 TC Brute
Stamina
20
45
A fully-loaded Scarborough Arms bullpup submachine gun that fires .45 rounds, boasts a 20-round magazine and is compatible with suppressors. Ideal for short to medium range and capable of firing in two round bursts or semi-automatic fire. While it deals low brute damage compared to many other firearms, the stamina damage will stun targets in just three hits making it excellent for keeping crew pinned down for other operatives to finish off.
M-90GL Carbine
GunM-90gl.png
90 TC Brute
Explosive
35
Variable
A three-round burst 5.56 toploading carbine, designated 'M-90gl' with an attached underbarrel grenade launcher which can be toggled on and off. An ideal weapon for medium to long range, the M-90gl is capable of effectively stopping targets in as little as two bursts.
L6 Squad Automatic Weapon
GunL6.png
200 TC Brute 45 / +5 Armor Piercing A fully-loaded Aussec Armoury belt-fed machine gun. This deadly weapon has a massive 50-round magazine of devastating 5.56x45mm ammunition. It requires two hands to appropriately wield, and holding something in your other hand will cause you to drop the weapon due to recoil.
SR-31C (S) Sniper Rifle
GunSniper.png
80 TC Variable Variable A rifle with a very low fire-rate, heavy recoil and devastating damage or effects on whatever its bullets hit. Comes included with a scope that lets you see several tiles ahead at the cost of not being able to spot anyone coming at you from behind. It can also be suppressed if you're planning to be stealthy during your operation. It comes loaded with devastating .50 sniper rounds and can be additionally loaded with Soporific, Antimatter, Hemorrhage or Penetrator rounds. You must also have both hands free to fire this gun!
Toy Submachine Gun
FoamSubmachineGun.png
25 TC Stamina 25 Designed for non-lethal operations, the Donksoft SMG is a cheap alternative to most loud weapons and could potentially be used in stealth operations. You can insert a pen into the darts to make them deal five brute damage.
Toy Machine Gun
FoamMachineGun.png
50 TC Stamina 25 Designed for non-lethal operations, the Donksoft LMG is a cheaper alternative to most loud weapons and could potentially be used in stealth operations. You can insert a pen into the darts to make them deal five brute damage.
Combat Defribillator Module
Mod Defibrillator.png
60 TC Stamina/Oxygen 60 A lifesaving device turned dangerous weapon. Click on someone with the paddles on harm intent to knock them down and deal 60 stamina damage. Will instantly stop the heart of stunned targets. Can be used as a regular defib as well. Installs in a MODsuit.
Rocket Launcher
RPG.png
40 TC Brute 50 The pinnacle of destruction. Become the bringer of hellfire with this immaculate weapon as it's roar echoes throughout the station. Ammunition sold separately.

Support and Mechanized Exosuits

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

Stealthy and Inconspicuous Weapons

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

Ammunition

Ammunition for the various weapons employed by Nuclear Agents.

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

Space Suits and Modsuits

NOTE:

  • The stats can be plugged into this formula to get the percentage of damage blocked. For instance, a score of 20 on lasers means 28.57% of damage blocked from lasers.
  • The projectiles from the Proto-kinetic accelerator are affected by bomb armour.
Item Cost Coverage Brute Bullet Laser Stamina Bomb Rad Fire Description
Syndicate Elite MODsuit
Mod Syndicate Elite.png
40 TC Full Body 50 in EVA mode
75 in combat mode
45 in EVA mode
75 in combat mode
35 in EVA mode
50 in combat mode
10 in EVA mode
25 in combat mode
60 IMMUNE IMMUNE An advanced MODsuit with superior armor to the standard Syndicate MODsuit. Nanotrasen crew who spot these suits are known to *really* panic. Comes packaged with internals inside the suit.

Grenades and Explosives

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

Stealth and Camouflage Items

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

Devices and Tools

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

Implants

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

Bundles

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