You want to see what's here, you've come to the right place. It's yours my friend, but only if you have enough telecrystals!
Clown Ops: Your shits here too, it's just down further on the page!
What | Price | Description |
---|---|---|
Random Item | Varies | Picking this will purchase a random item. Useful if you have some TC to spare or if you haven't decided on a strategy yet. |
1 Raw Telecrystal | 1 TC | A telecrystal in its rawest and purest form; can be utilized on active uplinks to increase their telecrystal count. |
5 Raw Telecrystals | 5 TC | Five telecrystals in their rawest and purest form; can be utilized on active uplinks to increase their telecrystal count. |
20 Raw Telecrystals | 20 TC | Twenty telecrystals in their rawest and purest form; can be utilized on active uplinks to increase their telecrystal count. |
Bulldog bundle | 13 TC | 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. |
C-20r bundle | 14 TC | Old Faithful: The classic C-20r, bundled with two magazines and a suppressor at discount price. |
Cybernetic Implants Bundle | 40 TC | A random selection of cybernetic implants. Guaranteed 5 high quality implants. Comes with an autosurgeon. |
Medical bundle | 25 TC | 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 magboot MODsuit module to rescue your friends in no-gravity environments. |
Sniper bundle | 20 TC | Elegant and refined: Contains a collapsed sniper rifle in an expensive carrying case, two .50 BMG disruptor magazines, a free suppressor, and a sharp-looking tactical turtleneck suit. We'll throw in a free red tie if you order NOW. |
Spetsnaz Pyro bundle | 30 TC | For systematic suppression of carbon lifeforms in close quarters: Contains an Elite MODsuit with a flamethrower attachment, Stechkin APS machine pistol, two incendiary magazines, a minibomb and a stimulant syringe. Order NOW and comrade Boris will throw in an extra tracksuit. |
Syndicate Induction Kit | 10 TC | Met a fellow syndicate agent on the station? Kept some TC in reserve just in case? Or are you communicating with one via the Syndicate channel? Get this kit and you'll be able to induct them into your operative team via a special implant. Additionally, it contains an assortment of useful gear for new operatives, including a space suit, an Ansem pistol, two spare magazines, and more! NOT for usage with Reinforcements, and does not brainwash the target! |
Syndicate Outlaw Kit | 18 TC | includes a 357. revolver, holster, armored cowboy outfit, a syndicate horse, apples to tame said horse, and a complimentary lighter. |
What | Price | Description |
---|---|---|
84mm Rocket Propelled Grenade Launcher | 8 TC | A reusable rocket propelled grenade launcher preloaded with a low-yield 84mm HE round. Guaranteed to send your target out with a bang or your money back! |
Bulldog Shotgun | 8 TC | A fully-loaded semi-automatic drum-fed shotgun, complete with a secondary magazine. Compatible with all 12g rounds. Designed for close quarter anti-personnel engagements. |
C-20r Submachine Gun | 13 TC | A fully-loaded Scarborough Arms bullpup submachine gun. The C-20r fires .45 rounds with a 24-round magazine and is compatible with suppressors. |
Energy Shield | 16 TC | 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. |
L6 Squad Automatic Weapon | 18 TC | A fully-loaded Aussec Armoury belt-fed machine gun. This deadly weapon has a massive 50-round magazine of devastating 7.12x82mm ammunition. |
M-90gl Carbine | 14 TC | A fully-loaded, specialized three-round burst carbine that fires 5.56mm ammunition from a 30 round magazine with a 40mm underbarrel grenade launcher. Use secondary-fire to fire the grenade launcher. |
Anti-Materiel Sniper Rifle | 16 TC | An outdated, but still extremely powerful anti-material sniper rifle. Fires .50 BMG cartridges from a 6 round magazine. Can be fitted with a suppressor. If anyone asks how that even works, tell them it's Nanotrasen's fault. |
Ansem Pistol | 6 TC | A small, easily concealable handgun that uses 10mm auto rounds in 8-round magazines and is compatible with suppressors. |
Surplus SMG | 2 TC | A horribly outdated automatic weapon. Why would you want to use this? |
Box of Throwing Weapons | 3 TC | A box of shurikens and reinforced bolas from ancient Earth martial arts. They are highly effective throwing weapons. The bolas can knock a target down and the shurikens will embed into limbs. |
Energy Sword | 8 TC | 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. |
Gloves of the North Star | 8 TC | These gloves let the user punch people very fast. Does not improve weapon attack speed or the meaty fists of a hulk. |
Double-Bladed Energy Sword | 16 TC | 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. |
Syndicate Revolver | 13 TC | Waffle Co.'s modernized Syndicate revolver. Fires 7 brutal rounds of .357 Magnum. |
Syndicate Laser Musket | 12 TC | An exprimental 'rifle' designed by Aetherofusion. This laser(probably) uses alien technology to fit 4 high energy capacitors into a small rifle which can be stored safely(?) in any backpack. To charge, simply press down on the main control panel. Rumors of this 'siphoning power off your lifeforce' are greatly exaggerated, and Aetherofusion assures safety for up to 2 years of use. |
What | Price | Description |
---|---|---|
CQC Manual | 13 TC | A manual that teaches a single user tactical Close-Quarters Combat before self-destructing. |
Romerol | 25 TC | 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. |
Dehydrated Space Carp | 1 TC | Looks like a plush toy carp, but just add water and it becomes a real-life space carp! Activate in your hand before use so it knows not to kill you. |
Energy Dagger | 2 TC | A dagger made of energy that looks and functions as a pen when off. |
Poison Kit | 6 TC | An assortment of deadly chemicals packed into a compact box. Comes with a syringe for more precise application. |
Suppressor | 3 TC | 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 Makarov, Stechkin APS and C-20r, but not revolvers or energy guns. |
Syndicate Holster | 1 TC | A useful little device that allows for inconspicuous carrying of guns using chameleon technology. It also allows for badass gun-spinning. |
What | Price | Description |
---|---|---|
10mm Handgun Magazine | 2 TC | An additional 8-round 10mm magazine, compatible with the Ansem pistol. |
10mm Armour Piercing Magazine | 3 TC | An additional 8-round 10mm magazine, compatible with the Ansem pistol. These rounds are less effective at injuring the target but penetrate protective gear. |
10mm Hollow Point Magazine | 3 TC | An additional 8-round 10mm magazine, compatible with the Ansem pistol. These rounds are more damaging but ineffective against armour. |
10mm Incendiary Magazine | 2 TC | An additional 8-round 10mm magazine, compatible with the Ansem pistol. Loaded with incendiary rounds which inflict less damage, but ignite the target. |
12g Ammo Duffel Bag | 12 TC | A duffel bag filled with enough 12g ammo to supply an entire team, at a discounted price. |
12g Buckshot Drum | 2 TC | An additional 8-round buckshot magazine for use with the Bulldog shotgun. Front towards enemy. |
12g Slug Drum | 3 TC | An additional 8-round slug magazine for use with the Bulldog shotgun. Now 8 times less likely to shoot your pals. |
12g Dragon's Breath Drum | 2 TC | An alternative 8-round dragon's breath magazine for use in the Bulldog shotgun. 'I'm a fire starter, twisted fire starter!' |
12g Meteorslug Shells | 2 TC | An alternative 8-round meteorslug magazine for use in the Bulldog shotgun. Great for blasting holes into the hull and knocking down enemies. |
40mm Grenade Box | 6 TC | A box of 40mm HE grenades for use with the M-90gl's under-barrel grenade launcher. Your teammates will ask you to not shoot these down small hallways. |
.45 SMG Magazine | 3 TC | An additional 24-round .45 magazine suitable for use with the C-20r submachine gun. |
.45 Ammo Duffel Bag | 20 TC | A duffel bag filled with enough .45 ammo to supply an entire team, at a discounted price. |
.45 Armor Piercing SMG Magazine | 5 TC | An additional 24-round .45 magazine suitable for use with the C-20r submachine gun.These rounds are less effective at injuring the target but penetrate protective gear. |
.45 Incendiary SMG Magazine | 4 TC | An additional 24-round .45 magazine suitable for use with the C-20r submachine gun.Loaded with incendiary rounds which inflict little damage, but ignite the target. |
.50 BMG Magazine | 3 TC | An additional standard 6-round magazine for use with .50 sniper rifles. |
.50 BMG Surplus Magazine Box | 7 TC | A box full of surplus .50 BMG magazines. Not as good as high quality magazines, usually lacking the penetrative power and impact, but good enough to keep the gun firing. Useful for arming a squad. |
.50 BMG Penetrator Magazine | 4 TC | A 6-round magazine of penetrator ammo designed for use with .50 sniper rifles. Can pierce walls and multiple enemies. |
.50 BMG Incendiary Magazine | 4 TC | A 6-round magazine of incendiary ammo. Sets your enemies ablaze, along with everyone else next to them! |
.50 BMG Disruptor Magazine | 4 TC | A 6-round magazine of disruptor ammo designed for use with .50 sniper rifles. Put your enemies and their alarm clock to sleep today! |
.50 BMG Marksman Magazine | 4 TC | A 6-round magazine of marksman ammo designed for use with .50 sniper rifles. Blast your enemies with instant shots! Just watch out for the rebound... |
5.56mm Toploader Magazine | 4 TC | An additional 30-round 5.56mm magazine; suitable for use with the M-90gl carbine. These bullets pack less punch than 7.12x82mm rounds, but they still offer more power than .45 ammo due to their innate armour penetration. |
5.56mm Toploader Phasic Magazine | 8 TC | An additional 30-round 5.56mm magazine; suitable for use with the M-90gl carbine. These bullets are made from an experimental alloy, 'Ghost Lead', that allows it to pass through almost any non-organic material. The name is a misnomer. It doesn't contain any lead whatsoever! |
7.12x82mm Box Magazine | 6 TC | 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 | 9 TC | 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 | 6 TC | 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 | 6 TC | 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. |
7.12x82mm (Match) Box Magazine | 10 TC | A 50-round magazine of 7.12x82mm ammunition for use in the L6 SAW; you didn't know there was a demand for match grade precision bullet hose ammo, but these rounds are finely tuned and perfect for ricocheting off walls all fancy-like. |
84mm HE Rocket | 4 TC | A low-yield anti-personnel HE rocket. Gonna take you out in style! |
84mm HEAP Rocket | 6 TC | A high-yield HEAP rocket; extremely effective against literally everything and anything near that thing that doesn't exist anymore. Strike fear into the hearts of your enemies. |
Surplus SMG Magazine | 1 TC | A cylindrical magazine designed for the PP-95 SMG. |
Mech Support Kit Bag | 4 TC | A duffel bag containing ammo for four full reloads of the scattershotm which is equipped on standard Dark Gygax and Mauler exosuits. Also comes with some support equipment for maintaining the mech, including tools and an inducer. |
Mauler Ammo Bag | 6 TC | A duffel bag containing ammo for three full reloads of the LMG, scattershot carbine, and SRM-8 missile laucher that are equipped on a standard Mauler exosuit. |
.357 Speed Loader | 4 TC | A speed loader that contains seven additional .357 Magnum rounds; usable with the Syndicate revolver. For when you really need a lot of things dead. |
What | Price | Description |
---|---|---|
Slipocalypse Clusterbang | 3 TC | A traditional clusterbang grenade with a payload consisting entirely of Syndicate soap. Useful in any scenario! |
EMP Grenades and Implanter Kit | 2 TC | 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. |
Buzzkill Grenade Box | 15 TC | A box with three grenades that release a swarm of angry bees upon activation. These bees indiscriminately attack friend or foe with random toxins. Courtesy of the BLF and Tiger Cooperative. |
Fungal Tuberculosis Grenade | 12 TC | 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 | 22 TC | A belt containing 26 lethally dangerous and destructive grenades. Comes with an extra multitool and screwdriver. |
Syndicate Detonator | 3 TC | 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. |
Viscerator Delivery Grenade | 5 TC | A unique grenade that deploys a swarm of viscerators upon activation, which will chase down and shred any non-operatives in the area. |
Composition C-4 | 1 TC | C-4 is plastic explosive of the common variety Composition C. You can use it to breach walls, sabotage equipment, or connect an assembly to it in order to alter the way it detonates. It can be attached to almost all objects and has a modifiable timer with a minimum setting of 10 seconds. |
Bag of C-4 explosives | 8 TC | Because sometimes quantity is quality. Contains 10 C-4 plastic explosives. |
Bag of X-4 explosives | 4 TC | 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. |
Detomatix disk | 6 TC | When inserted into a tablet, this cartridge gives you four opportunities to detonate tablets 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. |
Pizza Bomb | 6 TC | 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! |
Syndicate Minibomb | 6 TC | The minibomb is a grenade with a five-second fuse. Upon detonation, it will create a small hull breach in addition to dealing high amounts of damage to nearby personnel. |
Syndicate Bomb | 11 TC | The Syndicate bomb is a fearsome device capable of massive destruction. It has an adjustable timer, with a minimum of 90 seconds, and can be bolted to the floor with a wrench to prevent movement. The bomb is bulky and cannot be moved; upon ordering this item, a smaller beacon will be transported to you that will teleport the actual bomb to it upon activation. Note that this bomb can be defused, and some crew may attempt to do so. The bomb core can be pried out and manually detonated with other explosives. |
Syndicate EMP Bomb | 7 TC | A variation of the syndicate bomb designed to produce a large EMP effect. |
What | Price | Description |
---|---|---|
Reinforcements | 25 TC | Call in an additional team member from one of our factions. They'll come equipped with a mere surplus SMG, so arming them is recommended. |
Syndicate Assault Cyborg | 65 TC | 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 | 35 TC | A combat medical cyborg. Has limited offensive potential, but makes more than up for it with its support capabilities. It comes equipped with a nanite hypospray, a medical beamgun, combat defibrillator, full surgical kit including an energy saw, an emag, pinpointer and flash. Thanks to its organ storage bag, it can perform surgery as well as any humanoid. |
Syndicate Saboteur Cyborg | 35 TC | A streamlined engineering cyborg, equipped with covert modules. Also incapable of leaving the welder in the shuttle. Aside from regular Engineering equipment, it comes with a special destination tagger that lets it traverse disposals networks. Its chameleon projector lets it disguise itself as a Nanotrasen cyborg, on top it has thermal vision and a pinpointer. |
Dark Gygax Exosuit | 80 TC | A lightweight exosuit, painted in a dark scheme. Its speed and equipment selection make it excellent for hit-and-run style attacks. Features a scattershot shotgun, armor boosters against melee and ranged attacks, ion thrusters and a Tesla energy array. |
Mauler Exosuit | 140 TC | 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. |
Disposable Sentry Gun | 16 TC | A disposable sentry gun deployment system cleverly disguised as a toolbox, apply wrench for functionality. |
Syndicate Ordnance Laboratory Access Card | 15 TC | Do you fancy yourself an explosives expert? If so, then consider yourself lucky! With this special Authorization Key, you can blow those corpo suits away with your very own home-made explosive devices. Made in your local firebase's very own Ordnance Laboratory! The Syndicate is not responsible for injuries or deaths sustained while utilizing the lab. |
Syndicate Bio-Weapon Laboratory Access Card | 17 TC | In the right hands, even vile corpo technology can be turned into a vast arsenal of liberation and justice. From micro-organism symbiosis to slime-core weaponization, this special Authorization Key can let you push past the boundaries of bio-terrorism at breakneck speeds. As a bonus, these labs even come equipped with natural life support! Plants not included. |
Syndicate Chemical Plant Access Card | 12 TC | For some of our best Operatives, watching corpo space stations blow up with a flash of retribution just isn't enough. Folks like those prefer a more personal touch to their artistry. For those interested, a special Authorization Key can be instantly delivered to your location. Create groundbreaking chemical agents, cook up, sell the best of drugs, and listen to the best classic music today! |
Lopez's Access Card | 5 TC | Hungry? So is everyone in Firebase Balthazord. Lopez is a great cook, don't get me wrong, but he's stubborn when it comes to the meal plans. Sometimes you just want to pig out. Listen, don't tell anyone, ok? I picked this out of his pocket during this morning's briefing. He's been looking for it since. Take it, get into the fridge, and cook up whatever you need before he gets back. And remember: DON'T TELL ANYONE! -M.T |
What | Price | Description |
---|---|---|
No-Slip Chameleon Shoes | 4 TC | 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. |
Agent Identification Card | 2 TC | Agent cards prevent artificial intelligences from tracking the wearer, and hold up to 5 wildcards from other identification cards. In addition, they can be forged to display a new assignment, name and trim. This can be done an unlimited amount of times. Some Syndicate areas and devices can only be accessed with these cards. |
Chameleon Projector | 7 TC | Projects an image across a user, disguising them as an object scanned with it, as long as they don't move the projector from their hand. Disguised users move slowly, and projectiles pass over them. |
Codespeak Manual | 3 TC | 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. |
EMP Flashlight | 4 TC | 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. |
Radio Jammer | 5 TC | This device will disrupt any nearby outgoing radio communication when activated. Does not affect binary chat. |
Smuggler's Satchel | 1 TC | 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. |
What | Price | Description |
---|---|---|
Syndicate Soap | 1 TC | A sinister-looking surfactant used to clean blood stains to hide murders and prevent DNA analysis. You can also drop it underfoot to slip people. |
Syndicate Surgery Duffel Bag | 3 TC | The Syndicate surgery duffel bag is a toolkit containing all surgery tools, surgical drapes, a Syndicate brand MMI, a straitjacket, and a muzzle. |
Syndicate Encryption Key | 2 TC | 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. In addition, this key also protects your headset from radio jammers. |
Syndicate Tome | 5 TC | 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. |
Tram Remote Control | 2 TC | When linked to a tram's on board computer systems, this device allows the user to manipulate the controls remotely. Includes direction toggle and a rapid mode to bypass door safety checks and crossing signals. Perfect for running someone over in the name of a tram malfunction! |
Thermal Imaging Glasses | 4 TC | 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. |
Adaptive Cardboard Cutouts | 1 TC | 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. |
Briefcase Launchpad | 6 TC | 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. |
Experimental Syndicate Teleporter | 8 TC | A handheld device that teleports the user 4-8 meters forward. Beware, teleporting into a wall will trigger a parallel emergency teleport; however if that fails, you may need to be stitched back together. Comes with 4 charges, recharges randomly. Warranty null and void if exposed to an electromagnetic pulse. |
Chest Rig | 1 TC | A robust seven-slot set of webbing that is capable of holding all manner of tactical equipment. |
Airlock Authentication Override Card | 3 TC | A specialized cryptographic sequencer specifically designed to override station airlock access codes. After hacking a certain number of airlocks, the device will require some time to recharge. |
Decoy Nuclear Authentication Disk | 1 TC | 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! |
Full Syndicate Toolbox | 1 TC | The Syndicate toolbox is a suspicious black and red. It comes loaded with a full tool set including a multitool and combat gloves that are resistant to shocks and heat. |
Protocol CRAB-17 Phone | 7 TC | 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. |
Binary Translator Key | 5 TC | 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. |
Cryptographic Sequencer | 4 TC | 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. Cannot be used to open airlocks. |
Stimpack | 5 TC | Stimpacks, the tool of many great heroes, make you nearly immune to stuns and knockdowns for about 5 minutes after injection. |
Super Pointy Tape | 1 TC | An all-purpose super pointy tape roll. The tape is built with hundreds of tiny metal needles, the roll comes with in 5 pieces. When added to items the item that was taped will embed when thrown at people. Taping people's mouthes with it will hurt them if pulled off by someone else. |
Hypnotic Flash | 7 TC | A modified flash able to hypnotize targets. If the target is not in a mentally vulnerable state, it will only confuse and pacify them temporarily. |
Hypnotic Grenade | 12 TC | A modified flashbang grenade able to hypnotize targets. The sound portion of the flashbang causes hallucinations, and will allow the flash to induce a hypnotic trance to viewers. |
Assault Pod Targeting Device | 30 TC | Use this to select the landing zone of your assault pod. |
Syndicate Jaws of Life | 4 TC | Based on a Nanotrasen model, this powerful tool can be used as both a crowbar and a pair of wirecutters. In its crowbar configuration, it can be used to force open airlocks. Very useful for entering the station or its departments. |
Medbeam Gun | 15 TC | 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! |
Syndicate Combat Medic Kit | 4 TC | This first aid kit is a suspicious black and red. Included is a number of atropine medipens for rapid stabilization and detonation prevention, sutures and regenerative mesh for wound treatment, and patches for faster healing on the field. Also comes with basic medical tools and sterlizer. |
Syndicate Combat Medical Suite | 15 TC | This first aid kit is a suspicious black and red. Included is an unloaded combat chemical injector for suit-penetrative chem delivery, a medical science night vision HUD for quick identification of injured personnel and chemical supplies, improved medical supplies, including Interdyne-approved pharmaceuticals, a hacked cybernetic surgery toolset arm implant, and some helpful MODsuit modules for for field medical use and operative physiopharmaceutical augmentation. |
Syndicate Sentience Potion | 4 TC | 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. |
Hacked AI Law Upload Module | 4 TC | 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. |
Power Sink | 11 TC | 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. |
What | Price | Description |
---|---|---|
Elite Syndicate MODsuit | 8 TC | An upgraded, elite version of the Syndicate MODsuit. It features fireproofing, and also provides the user with superior armor and mobility compared to the standard Syndicate MODsuit. |
MODsuit Energy Shield Module | 15 TC | An energy shield module for a MODsuit. The shields can handle up to three impacts within a short duration and will rapidly recharge while not under fire. |
MODsuit Advanced EMP Shield Module | 5 TC | An advanced EMP shield module for a MODsuit. It protects your entire body from electromagnetic pulses. |
MODsuit Injector Module | 2 TC | An injector module for a MODsuit. It is an extendable piercing injector with 30u capacity. |
MODsuit Holster Module | 2 TC | A holster module for a MODsuit. It can stealthily store any not too heavy gun inside it. |
MODsuit Anti-Slip Module | 2 TC | A MODsuit module preventing the user from slipping on water. |
Syndicate Space Suit | 4 TC | 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. |
MODsuit Thermal Visor Module | 3 TC | A visor for a MODsuit. Lets you see living beings through walls. |
MODsuit Night Visor Module | 2 TC | A visor for a MODsuit. Lets you see clearer in the dark. |
MODsuit Chameleon Module | 2 TC | A MODsuit module that lets the suit disguise itself as other objects. |
MODsuit Plate Compression Module | 2 TC | A MODsuit module that lets the suit compress into a smaller size. Not compatible with storage modules or the Infiltrator MODsuit. |
Syndicate body armor | 4 TC | A set of red and black body armor with two inner slots that can hold small items, it also has chameleon features |
What | Price | Description |
---|---|---|
Freedom Implant | 5 TC | 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. |
Internal Syndicate Radio Implant | 4 TC | 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. |
Stealth Implant | 8 TC | 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. |
Storage Implant | 8 TC | 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. |
Uplink Implant | 4 TC | 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. |
CNS Rebooter Implant | 12 TC | This implant will help you get back up on your feet faster after being stunned. Comes with an autosurgeon. |
Microbomb Implant | 2 TC | 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. |
Macrobomb Implant | 20 TC | 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. |
Reviver Implant | 8 TC | This implant will attempt to revive and heal you if you lose consciousness. Comes with an autosurgeon. |
Thermal Eyes | 8 TC | These cybernetic eyes will give you thermal vision. Comes with a free autosurgeon. |
X-ray Vision Implant | 10 TC | These cybernetic eyes will give you X-ray vision. Comes with an autosurgeon. |
Box of Deathrattle Implants | 4 TC | A collection of implants (and one reusable implanter) that should be injected into the team. When one of the team dies, all other implant holders recieve a mental message informing them of their teammates' name and the location of their death. Unlike most implants, these are designed to be implanted in any creature, biological or mechanical. |
Hardlight Spear Implant | 7 TC | An implant that allows you to summon and control a hardlight spear. Adding additional implants to your body will further refine the spear summoning process, allowing you to control up to 5 spears. Wait a minimum of three seconds between injections. Exact mechanism for spear summoning is classified under Aetherofusion NDA. |
Commanding Hardlight Spear Implant | 40 TC | An implant that allows you to summon and control seven hardlight spears. Additional implants will do nothing, you cannot improve on perfection. Side effects may include: Uncontrollable telepathy, formation of subconscious hiveminds, anamnesis, levitation, and hallucinations of music. Aetherofusion is not responsable for any damages this may cause. |
What | Price | Description |
---|---|---|
Syndicate Balloon | 20 TC | For showing that you are THE BOSS: A useless red balloon with the Syndicate logo on it. Can blow the deepest of covers. NOTE: Taking this item will lock you from further purchasing from the marketplace. Additionally, if you have already purchased an item, you will not be able to purchase this. |
Syndicate Playing Cards | 1 TC | A special deck of space-grade playing cards with a mono-molecular edge and metal reinforcement, making them slightly more robust than a normal deck of cards. You can also play card games with them or leave them on your victims. |
Syndicate Smokes | 2 TC | Strong flavor, dense smoke, infused with omnizine. |
Syndicate Maid Outfit | 4 TC | A box containing a 'tactical' and 'practical' maid outfit. We uh... found this... laying around... you sure you want this thing? |
Syndicate Sticker Pack | 1 TC | Contains 8 random stickers precisely engineered to resemble suspicious objects, which may or may not be useful for fooling crew. |
Syndicate Demotivational Poster Pack | 1 TC | Contains a selection of demotivational posters to minimise productivity and maximise apathy in the workplace. |
Syndicate Spraycan | 1 TC | A stylish Syndicate spraycan. Contains enough special solution to spray a single super-size seditious symbol, subjecting station staff to slippery suffering. |
Syndicate Briefcase Full of Cash | 3 TC | 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. |
Clown Costume | 4 TC | Nothing is more terrifying than clowns with fully automatic weaponry. |
Sleepy Time Pajama Bundle | 4 TC | Even soldiers need to get a good nights rest. Comes with blood-red pajamas, a blankie, a hot mug of cocoa and a fuzzy friend. |
Broken Chameleon Kit | 4 TC | 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 | 4 TC | 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. |
What | Price | Description |
---|---|---|
Random Item | Varies | Picking this will purchase a random item. Useful if you have some TC to spare or if you haven't decided on a strategy yet. |
1 Raw Telecrystal | 1 TC | A telecrystal in its rawest and purest form; can be utilized on active uplinks to increase their telecrystal count. |
5 Raw Telecrystals | 5 TC | Five telecrystals in their rawest and purest form; can be utilized on active uplinks to increase their telecrystal count. |
20 Raw Telecrystals | 20 TC | Twenty telecrystals in their rawest and purest form; can be utilized on active uplinks to increase their telecrystal count. |
What | Price | Description |
---|---|---|
Toy Pistol with Riot Darts | 2 TC | An innocent-looking toy pistol designed to fire foam darts. Comes loaded with riot-grade darts effective at incapacitating a target. |
Banana Cream Pie Cannon | 10 TC | 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 | 16 TC | 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 | 3 TC | An energy sword that deals no damage, but will slip anyone it contacts, be it by melee attack, thrown impact, or just stepping on it. Beware friendly fire, as even anti-slip shoes will not protect against it. |
Ultra Hilarious Firing Pin | 1 TC | A firing pin that, when inserted into a gun, makes that gun only useable by clowns and clumsy people and makes that gun honk whenever anyone tries to fire it. |
Super Ultra Hilarious Firing Pin | 4 TC | Like the ultra hilarious firing pin, except the gun you insert this pin into explodes when someone who isn't clumsy or a clown tries to fire it. |
Toy Submachine Gun | 5 TC | A fully-loaded Donksoft bullpup submachine gun that fires riot grade darts with a 20-round magazine. |
Toy Machine Gun | 10 TC | 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. |
Box of Throwing Weapons | 3 TC | A box of shurikens and reinforced bolas from ancient Earth martial arts. They are highly effective throwing weapons. The bolas can knock a target down and the shurikens will embed into limbs. |
Gloves of the North Star | 8 TC | These gloves let the user punch people very fast. Does not improve weapon attack speed or the meaty fists of a hulk. |
What | Price | Description |
---|---|---|
CQC Manual | 13 TC | A manual that teaches a single user tactical Close-Quarters Combat before self-destructing. |
Romerol | 25 TC | 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. |
Dehydrated Space Carp | 1 TC | Looks like a plush toy carp, but just add water and it becomes a real-life space carp! Activate in your hand before use so it knows not to kill you. |
Energy Dagger | 2 TC | A dagger made of energy that looks and functions as a pen when off. |
Poison Kit | 6 TC | An assortment of deadly chemicals packed into a compact box. Comes with a syringe for more precise application. |
What | Price | Description |
---|---|---|
Box of Riot Darts | 2 TC | A box of 40 Donksoft riot darts, for reloading any compatible foam dart magazine. Don't forget to share! |
What | Price | Description |
---|---|---|
Slipocalypse Clusterbang | 3 TC | A traditional clusterbang grenade with a payload consisting entirely of Syndicate soap. Useful in any scenario! |
EMP Grenades and Implanter Kit | 2 TC | 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. |
Bombanana | 4 TC | 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. |
Clown Bomb | 15 TC | The Clown bomb is a hilarious device capable of massive pranks. It has an adjustable timer, with a minimum of 90 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. |
Buzzkill Grenade Box | 15 TC | A box with three grenades that release a swarm of angry bees upon activation. These bees indiscriminately attack friend or foe with random toxins. Courtesy of the BLF and Tiger Cooperative. |
Fungal Tuberculosis Grenade | 12 TC | 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. |
Syndicate Detonator | 3 TC | 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. |
Teachstache Grenade | 3 TC | 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 | 5 TC | A unique grenade that deploys a swarm of viscerators upon activation, which will chase down and shred any non-operatives in the area. |
Weapons Grade Pinata Kit | 12 TC | A pinata filled with both candy and explosives as well as two belts to carry them on, crack it open and see what you get! |
Composition C-4 | 1 TC | C-4 is plastic explosive of the common variety Composition C. You can use it to breach walls, sabotage equipment, or connect an assembly to it in order to alter the way it detonates. It can be attached to almost all objects and has a modifiable timer with a minimum setting of 10 seconds. |
Bag of C-4 explosives | 8 TC | Because sometimes quantity is quality. Contains 10 C-4 plastic explosives. |
Bag of X-4 explosives | 4 TC | 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. |
Detomatix disk | 6 TC | When inserted into a tablet, this cartridge gives you four opportunities to detonate tablets 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. |
Pizza Bomb | 6 TC | 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! |
Syndicate Bomb | 11 TC | The Syndicate bomb is a fearsome device capable of massive destruction. It has an adjustable timer, with a minimum of 90 seconds, and can be bolted to the floor with a wrench to prevent movement. The bomb is bulky and cannot be moved; upon ordering this item, a smaller beacon will be transported to you that will teleport the actual bomb to it upon activation. Note that this bomb can be defused, and some crew may attempt to do so. The bomb core can be pried out and manually detonated with other explosives. |
Syndicate EMP Bomb | 7 TC | A variation of the syndicate bomb designed to produce a large EMP effect. |
What | Price | Description |
---|---|---|
Clown Reinforcements | 20 TC | Call in an additional clown to share the fun, equipped with full starting gear, but no telecrystals. |
Dark H.O.N.K. | 80 TC | A clown combat mech equipped with bombanana peel and tearstache grenade launchers, as well as the ubiquitous HoNkER BlAsT 5000. |
Syndicate Bio-Weapon Laboratory Access Card | 17 TC | In the right hands, even vile corpo technology can be turned into a vast arsenal of liberation and justice. From micro-organism symbiosis to slime-core weaponization, this special Authorization Key can let you push past the boundaries of bio-terrorism at breakneck speeds. As a bonus, these labs even come equipped with natural life support! Plants not included. |
Syndicate Chemical Plant Access Card | 12 TC | For some of our best Operatives, watching corpo space stations blow up with a flash of retribution just isn't enough. Folks like those prefer a more personal touch to their artistry. For those interested, a special Authorization Key can be instantly delivered to your location. Create groundbreaking chemical agents, cook up, sell the best of drugs, and listen to the best classic music today! |
Lopez's Access Card | 5 TC | Hungry? So is everyone in Firebase Balthazord. Lopez is a great cook, don't get me wrong, but he's stubborn when it comes to the meal plans. Sometimes you just want to pig out. Listen, don't tell anyone, ok? I picked this out of his pocket during this morning's briefing. He's been looking for it since. Take it, get into the fridge, and cook up whatever you need before he gets back. And remember: DON'T TELL ANYONE! -M.T |
What | Price | Description |
---|---|---|
Combat Banana Shoes | 6 TC | 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. |
Agent Identification Card | 2 TC | Agent cards prevent artificial intelligences from tracking the wearer, and hold up to 5 wildcards from other identification cards. In addition, they can be forged to display a new assignment, name and trim. This can be done an unlimited amount of times. Some Syndicate areas and devices can only be accessed with these cards. |
Chameleon Kit | 2 TC | 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 and skillchips are sold separately. |
Chameleon Projector | 7 TC | Projects an image across a user, disguising them as an object scanned with it, as long as they don't move the projector from their hand. Disguised users move slowly, and projectiles pass over them. |
Codespeak Manual | 3 TC | 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. |
EMP Flashlight | 4 TC | 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. |
Radio Jammer | 5 TC | This device will disrupt any nearby outgoing radio communication when activated. Does not affect binary chat. |
Smuggler's Satchel | 1 TC | 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. |
What | Price | Description |
---|---|---|
Syndicate Soap | 1 TC | A sinister-looking surfactant used to clean blood stains to hide murders and prevent DNA analysis. You can also drop it underfoot to slip people. |
Syndicate Surgery Duffel Bag | 3 TC | The Syndicate surgery duffel bag is a toolkit containing all surgery tools, surgical drapes, a Syndicate brand MMI, a straitjacket, and a muzzle. |
Syndicate Encryption Key | 2 TC | 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. In addition, this key also protects your headset from radio jammers. |
Syndicate Tome | 5 TC | 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. |
Tram Remote Control | 2 TC | When linked to a tram's on board computer systems, this device allows the user to manipulate the controls remotely. Includes direction toggle and a rapid mode to bypass door safety checks and crossing signals. Perfect for running someone over in the name of a tram malfunction! |
Thermal Imaging Glasses | 4 TC | 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. |
Adaptive Cardboard Cutouts | 1 TC | 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. |
Briefcase Launchpad | 6 TC | 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. |
Experimental Syndicate Teleporter | 8 TC | A handheld device that teleports the user 4-8 meters forward. Beware, teleporting into a wall will trigger a parallel emergency teleport; however if that fails, you may need to be stitched back together. Comes with 4 charges, recharges randomly. Warranty null and void if exposed to an electromagnetic pulse. |
Chest Rig | 1 TC | A robust seven-slot set of webbing that is capable of holding all manner of tactical equipment. |
Airlock Authentication Override Card | 3 TC | A specialized cryptographic sequencer specifically designed to override station airlock access codes. After hacking a certain number of airlocks, the device will require some time to recharge. |
Decoy Nuclear Authentication Disk | 1 TC | 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! |
Full Syndicate Toolbox | 1 TC | The Syndicate toolbox is a suspicious black and red. It comes loaded with a full tool set including a multitool and combat gloves that are resistant to shocks and heat. |
Protocol CRAB-17 Phone | 7 TC | 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. |
Binary Translator Key | 5 TC | 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. |
Cryptographic Sequencer | 4 TC | 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. Cannot be used to open airlocks. |
Stimpack | 5 TC | Stimpacks, the tool of many great heroes, make you nearly immune to stuns and knockdowns for about 5 minutes after injection. |
Super Pointy Tape | 1 TC | An all-purpose super pointy tape roll. The tape is built with hundreds of tiny metal needles, the roll comes with in 5 pieces. When added to items the item that was taped will embed when thrown at people. Taping people's mouthes with it will hurt them if pulled off by someone else. |
Hypnotic Flash | 7 TC | A modified flash able to hypnotize targets. If the target is not in a mentally vulnerable state, it will only confuse and pacify them temporarily. |
Hypnotic Grenade | 12 TC | A modified flashbang grenade able to hypnotize targets. The sound portion of the flashbang causes hallucinations, and will allow the flash to induce a hypnotic trance to viewers. |
Assault Pod Targeting Device | 30 TC | Use this to select the landing zone of your assault pod. |
Syndicate Jaws of Life | 4 TC | Based on a Nanotrasen model, this powerful tool can be used as both a crowbar and a pair of wirecutters. In its crowbar configuration, it can be used to force open airlocks. Very useful for entering the station or its departments. |
Medbeam Gun | 15 TC | 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! |
Syndicate Combat Medic Kit | 4 TC | This first aid kit is a suspicious black and red. Included is a number of atropine medipens for rapid stabilization and detonation prevention, sutures and regenerative mesh for wound treatment, and patches for faster healing on the field. Also comes with basic medical tools and sterlizer. |
Syndicate Combat Medical Suite | 15 TC | This first aid kit is a suspicious black and red. Included is an unloaded combat chemical injector for suit-penetrative chem delivery, a medical science night vision HUD for quick identification of injured personnel and chemical supplies, improved medical supplies, including Interdyne-approved pharmaceuticals, a hacked cybernetic surgery toolset arm implant, and some helpful MODsuit modules for for field medical use and operative physiopharmaceutical augmentation. |
Syndicate Sentience Potion | 4 TC | 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. |
Hacked AI Law Upload Module | 4 TC | 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. |
Power Sink | 11 TC | 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. |
What | Price | Description |
---|---|---|
Elite Syndicate MODsuit | 8 TC | An upgraded, elite version of the Syndicate MODsuit. It features fireproofing, and also provides the user with superior armor and mobility compared to the standard Syndicate MODsuit. |
MODsuit Energy Shield Module | 15 TC | An energy shield module for a MODsuit. The shields can handle up to three impacts within a short duration and will rapidly recharge while not under fire. |
MODsuit Advanced EMP Shield Module | 5 TC | An advanced EMP shield module for a MODsuit. It protects your entire body from electromagnetic pulses. |
MODsuit Injector Module | 2 TC | An injector module for a MODsuit. It is an extendable piercing injector with 30u capacity. |
MODsuit Holster Module | 2 TC | A holster module for a MODsuit. It can stealthily store any not too heavy gun inside it. |
MODsuit Anti-Slip Module | 2 TC | A MODsuit module preventing the user from slipping on water. |
Syndicate Space Suit | 4 TC | 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. |
MODsuit Thermal Visor Module | 3 TC | A visor for a MODsuit. Lets you see living beings through walls. |
MODsuit Night Visor Module | 2 TC | A visor for a MODsuit. Lets you see clearer in the dark. |
MODsuit Chameleon Module | 2 TC | A MODsuit module that lets the suit disguise itself as other objects. |
MODsuit Plate Compression Module | 2 TC | A MODsuit module that lets the suit compress into a smaller size. Not compatible with storage modules or the Infiltrator MODsuit. |
What | Price | Description |
---|---|---|
Freedom Implant | 5 TC | 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. |
Internal Syndicate Radio Implant | 4 TC | 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. |
Stealth Implant | 8 TC | 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. |
Storage Implant | 8 TC | 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. |
Uplink Implant | 4 TC | 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. |
CNS Rebooter Implant | 12 TC | This implant will help you get back up on your feet faster after being stunned. Comes with an autosurgeon. |
Microbomb Implant | 2 TC | 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. |
Macrobomb Implant | 20 TC | 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. |
Reviver Implant | 8 TC | This implant will attempt to revive and heal you if you lose consciousness. Comes with an autosurgeon. |
Thermal Eyes | 8 TC | These cybernetic eyes will give you thermal vision. Comes with a free autosurgeon. |
X-ray Vision Implant | 10 TC | These cybernetic eyes will give you X-ray vision. Comes with an autosurgeon. |
Box of Deathrattle Implants | 4 TC | A collection of implants (and one reusable implanter) that should be injected into the team. When one of the team dies, all other implant holders recieve a mental message informing them of their teammates' name and the location of their death. Unlike most implants, these are designed to be implanted in any creature, biological or mechanical. |
Hardlight Spear Implant | 7 TC | An implant that allows you to summon and control a hardlight spear. Adding additional implants to your body will further refine the spear summoning process, allowing you to control up to 5 spears. Wait a minimum of three seconds between injections. Exact mechanism for spear summoning is classified under Aetherofusion NDA. |
Commanding Hardlight Spear Implant | 40 TC | An implant that allows you to summon and control seven hardlight spears. Additional implants will do nothing, you cannot improve on perfection. Side effects may include: Uncontrollable telepathy, formation of subconscious hiveminds, anamnesis, levitation, and hallucinations of music. Aetherofusion is not responsable for any damages this may cause. |
What | Price | Description |
---|---|---|
Syndicate Balloon | 20 TC | For showing that you are THE BOSS: A useless red balloon with the Syndicate logo on it. Can blow the deepest of covers. NOTE: Taking this item will lock you from further purchasing from the marketplace. Additionally, if you have already purchased an item, you will not be able to purchase this. |
Syndicate Playing Cards | 1 TC | A special deck of space-grade playing cards with a mono-molecular edge and metal reinforcement, making them slightly more robust than a normal deck of cards. You can also play card games with them or leave them on your victims. |
Syndicate Smokes | 2 TC | Strong flavor, dense smoke, infused with omnizine. |
Syndicate Maid Outfit | 4 TC | A box containing a 'tactical' and 'practical' maid outfit. We uh... found this... laying around... you sure you want this thing? |
Syndicate Sticker Pack | 1 TC | Contains 8 random stickers precisely engineered to resemble suspicious objects, which may or may not be useful for fooling crew. |
Syndicate Demotivational Poster Pack | 1 TC | Contains a selection of demotivational posters to minimise productivity and maximise apathy in the workplace. |
Syndicate Spraycan | 1 TC | A stylish Syndicate spraycan. Contains enough special solution to spray a single super-size seditious symbol, subjecting station staff to slippery suffering. |
Clumsiness Injector | 1 TC | Inject yourself with this to become as clumsy as a clown... or inject someone ELSE with it to make THEM as clumsy as a clown. Useful for clown operatives who wish to reconnect with their former clownish nature or for clown operatives who wish to torment and play with their prey before killing them. |
Syndicate Briefcase Full of Cash | 3 TC | 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. |
Clown Costume | 4 TC | Nothing is more terrifying than clowns with fully automatic weaponry. |
Sleepy Time Pajama Bundle | 4 TC | Even soldiers need to get a good nights rest. Comes with blood-red pajamas, a blankie, a hot mug of cocoa and a fuzzy friend. |
Broken Chameleon Kit | 4 TC | 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 | 4 TC | 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. |