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	<updated>2026-04-10T14:22:11Z</updated>
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	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Medical_Doctor&amp;diff=2761</id>
		<title>Medical Doctor</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Medical_Doctor&amp;diff=2761"/>
		<updated>2024-01-14T13:05:20Z</updated>

		<summary type="html">&lt;p&gt;SageistSage: removes mentions of virology, removes mentions of the crew tracker, adds mention of chem use &amp;gt; physical med use&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision&lt;br /&gt;
|reason=Might be slighty outdated due to Rebase.&lt;br /&gt;
}}&lt;br /&gt;
{{Job_Header&lt;br /&gt;
|department=MEDICAL&lt;br /&gt;
|maincolor=244559&lt;br /&gt;
|secondarycolor=325367&lt;br /&gt;
|image=Medical_Doctor.png&lt;br /&gt;
|title=Medical Doctor&lt;br /&gt;
|difficulty=Medium&lt;br /&gt;
|requirements=4 hours in [[Medical Intern|Medical]]&lt;br /&gt;
|access=Medical, Maintenance&lt;br /&gt;
|extendedaccess=Chemistry, Paramedic&lt;br /&gt;
|supervisors=[[Chief Medical Officer]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|duties=Heal people. Make medicine.&lt;br /&gt;
|guides=[[Medical]], [[Chemistry]], [[Cryogenic Pods]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You are the Medical Doctor. Your job is to ensure the crew stays healthy and alive, healing the wounded and reviving the dead. Needless to say, your work is cut out for you, but don&#039;t despair! You can still help people! Mostly. &lt;br /&gt;
&lt;br /&gt;
Get medicine from the [[#Chemistry|single doctor who is making pills]] in the chemistry lab and hope they labelled them. Resist the temptation to poison the [[Bartender|Bartender&#039;s]] drinks with lethal doses of blood clotters and liquid radiation. &lt;br /&gt;
&lt;br /&gt;
For more info, see the list of [[Chemistry|chemicals.]]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Doctor, Doctor!==&lt;br /&gt;
When you are a Medical Doctor, your job is to heal people, save them from the brink of death, and [[Medical#Cloning|revive]] the dead. You can diagnose injuries and diseases with the help of a [[Medical_Doctor#Tools|health analyzer]] or even your [[PDA]].&lt;br /&gt;
&lt;br /&gt;
It&#039;s highly recommended that you read the [[medical|Guide to Medical]] for more information about how to treat crewmates.&lt;br /&gt;
&lt;br /&gt;
==Chemical Delivery Methods==&lt;br /&gt;
All chemicals will require either being injected into the bloodstream, inhaled or ingested. Some non-chemical medicines like bruise packs and aloe cream can be applied to the body instead.&lt;br /&gt;
&lt;br /&gt;
* Ingest - Crew can ingest pills for a large dose of chemical, drink a liquid from a container 5u at a time or eat medical plants. These all occur via the mouth. This mean they require to remove their helmet and/or mask.&lt;br /&gt;
* Inject - Crew can be injected into their bloodstream via a Syringe with small amounts of liquid chemical. This require the removal of certain outerwear.&lt;br /&gt;
* Inhale - Crew can breathe in condensed amounts of gaseous chemical if their Internals are not off. A [[Modular Grenade]], bomb or Air Vent can cause chemicals to be inhaled. Chemicals with an overdose effect can have a negative rather than positive effect if inhaled this way&lt;br /&gt;
* Applied - Crew can apply a non-chemical solid medicine to anywhere on their body (including past their clothes / suit somehow).&lt;br /&gt;
&lt;br /&gt;
[[Chemistry#chem_DexalinPlus|Dexalin Plus]] and [[Chemistry#chem_Epinephrine|Epinephrine]] can be served as either a pill or liquid in a beaker / bottle. As they are used to treat critical conditions (often in people with a suit or breathe mask on), consider delivering the liquid in a bottle and injecting it into the patient. As [[Chemistry#chem_DexalinPlus|Dexalin Plus]] is not only for critical situations though, having it both in bottles and as pills can be handy. In contrast non-critical on-demand chemicals like [[Chemistry#chem_Spaceacillin|Spaceacillin]] can be offered as pills as crew have a tendency to either smash or steal the beakers.&lt;br /&gt;
 &lt;br /&gt;
Since the 4 usual damage types are Brute, Burn, Airloss and Toxin, you will need on-hand cures for all of them as well as for blood loss, the most common being:&lt;br /&gt;
*[[Chemistry#chem_Tricordrazine|Tricordrazine]]; - For all, minor damages&lt;br /&gt;
*[[Chemistry#chem_Dylovene|Dylovene]]; - for Toxins&lt;br /&gt;
*[[Chemistry#chem_Dermaline|Dermaline]]; - for Burns&lt;br /&gt;
*[[Chemistry#chem_Hyronalin|Hyronalin]]; - for Radiation&lt;br /&gt;
*[[Chemistry#chem_Bicaridine|Bicaridine]]; - for Brute&lt;br /&gt;
*[[Chemistry#chem_DexalinPlus|Dexalin Plus]]. - for Airloss&lt;br /&gt;
*[[Chemistry#chem_Tranexamic acid|Tranexamic acid]] and [[Chemistry#chem_Iron|Iron]] - for Bloodloss&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:healthanalyzer.png|64px]] || Health Analyzer || Displays the health status of any crewmate or organism upon use.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:bruisepack.png|64px]] || Bruise Pack || Heals 5 points of Slash, Piercing and Blunt damage per use.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ointment.png|64px]] || Ointment || Heals 5 points of Heat, Shock, Cold damage and 1.5 Caustic damage per use.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:bloodpack.png|64px]] || Bloodpack || Heals 0.5 points of bloodloss damage and restores 15 units of blood per use.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:pill1.png|64px]]&amp;lt;br&amp;gt;[[File:pill2.png|64px]] || Pill || Administers a dosage of a specific chemical or medicine upon ingestion. Dosages can vary from 1 to 25 units.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:syringe.png|64px]] || Syringe || Administers a dosage of a specific chemical or medicine upon injection. Dosages can only be administered 5 units at a time, with a maximum of 15 units stored.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:gauze.png|64px]] || Gauze || Stops bleeding upon application. Heals 2.5 Slash and Piercing damage.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:medipen.png|64px]] || Emergency Medipen || A shot of epinephrine. Contains 12 units of [[Chemistry#chem_Epinephrine|Epinephrine]] and 3 units of [[Chemistry#chem_Tranexamic acid|Tranexamic acid]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:bottle.png|64px]] || Epinephrine || 15 units of epinephrine.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Defibrillator.png|64px]]|| Defibrillator || Used to bring people back from death (within a 5-minute timeframe). Heals 40 Asphyxiation damage but deals 5 Shock damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
*Make sure to have a store of basic medicine on you, namely medicine (See: [[Chemistry]]) such as bicaridine, tricordrazine, and inaprovaline, all of which are very useful in a pinch.&lt;br /&gt;
&lt;br /&gt;
*Always treat patients with whatever chemicals you have at your disposal, only using physical medicines such as brute packs and bandages for dead patients. Scan patients with the health analyzer to determine the best course of treatment.&lt;br /&gt;
&lt;br /&gt;
*You may have to coordinate with the other doctors to prioritize wounded patients. Be sure to treat patients as efficiently as possible to prevent a buildup of wounded patients in need of care.&lt;br /&gt;
&lt;br /&gt;
*You can use your Medical [[PDA]] as an Health Analyzer.&lt;br /&gt;
&lt;br /&gt;
{{Jobs Menu}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>SageistSage</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Medical_Doctor&amp;diff=2760</id>
		<title>Medical Doctor</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Medical_Doctor&amp;diff=2760"/>
		<updated>2024-01-14T13:03:22Z</updated>

		<summary type="html">&lt;p&gt;SageistSage: removes mentions of chemistry since now we have chemists; adds to the mentions of &amp;quot;must-needs&amp;quot; chemicals&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision&lt;br /&gt;
|reason=Might be slighty outdated due to Rebase.&lt;br /&gt;
}}&lt;br /&gt;
{{Job_Header&lt;br /&gt;
|department=MEDICAL&lt;br /&gt;
|maincolor=244559&lt;br /&gt;
|secondarycolor=325367&lt;br /&gt;
|image=Medical_Doctor.png&lt;br /&gt;
|title=Medical Doctor&lt;br /&gt;
|difficulty=Medium&lt;br /&gt;
|requirements=4 hours in [[Medical Intern|Medical]]&lt;br /&gt;
|access=Medical, Maintenance&lt;br /&gt;
|extendedaccess=Chemistry, Paramedic&lt;br /&gt;
|supervisors=[[Chief Medical Officer]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|duties=Heal people. Make medicine.&lt;br /&gt;
|guides=[[Medical]], [[Chemistry]], [[Cryogenic Pods]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You are the Medical Doctor. Your job is to ensure the crew stays healthy and alive, healing the wounded and reviving the dead. Needless to say, your work is cut out for you, but don&#039;t despair! You can still help people! Mostly. &lt;br /&gt;
&lt;br /&gt;
Get medicine from the [[#Chemistry|single doctor who is making pills]] in the chemistry lab and hope they labelled them. Resist the temptation to poison the [[Bartender|Bartender&#039;s]] drinks with lethal doses of blood clotters and liquid radiation. &lt;br /&gt;
&lt;br /&gt;
For more info, see the list of [[Chemistry|chemicals.]]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Doctor, Doctor!==&lt;br /&gt;
When you are a Medical Doctor, your job is to heal people, save them from the brink of death, and [[Medical#Cloning|revive]] the dead. You can diagnose injuries and diseases with the help of a [[Medical_Doctor#Tools|health analyzer]] or even your [[PDA]].&lt;br /&gt;
&lt;br /&gt;
It&#039;s highly recommended that you read the [[medical|Guide to Medical]] for more information about how to treat crewmates.&lt;br /&gt;
&lt;br /&gt;
==Chemical Delivery Methods==&lt;br /&gt;
All chemicals will require either being injected into the bloodstream, inhaled or ingested. Some non-chemical medicines like bruise packs and aloe cream can be applied to the body instead.&lt;br /&gt;
&lt;br /&gt;
* Ingest - Crew can ingest pills for a large dose of chemical, drink a liquid from a container 5u at a time or eat medical plants. These all occur via the mouth. This mean they require to remove their helmet and/or mask.&lt;br /&gt;
* Inject - Crew can be injected into their bloodstream via a Syringe with small amounts of liquid chemical. This require the removal of certain outerwear.&lt;br /&gt;
* Inhale - Crew can breathe in condensed amounts of gaseous chemical if their Internals are not off. A [[Modular Grenade]], bomb or Air Vent can cause chemicals to be inhaled. Chemicals with an overdose effect can have a negative rather than positive effect if inhaled this way&lt;br /&gt;
* Applied - Crew can apply a non-chemical solid medicine to anywhere on their body (including past their clothes / suit somehow).&lt;br /&gt;
&lt;br /&gt;
[[Chemistry#chem_DexalinPlus|Dexalin Plus]] and [[Chemistry#chem_Epinephrine|Epinephrine]] can be served as either a pill or liquid in a beaker / bottle. As they are used to treat critical conditions (often in people with a suit or breathe mask on), consider delivering the liquid in a bottle and injecting it into the patient. As [[Chemistry#chem_DexalinPlus|Dexalin Plus]] is not only for critical situations though, having it both in bottles and as pills can be handy. In contrast non-critical on-demand chemicals like [[Chemistry#chem_Spaceacillin|Spaceacillin]] can be offered as pills as crew have a tendency to either smash or steal the beakers.&lt;br /&gt;
 &lt;br /&gt;
Since the 4 usual damage types are Brute, Burn, Airloss and Toxin, you will need on-hand cures for all of them as well as for blood loss, the most common being:&lt;br /&gt;
*[[Chemistry#chem_Tricordrazine|Tricordrazine]];&lt;br /&gt;
*[[Chemistry#chem_Dylovene|Dylovene]]; - for Toxins&lt;br /&gt;
*[[Chemistry#chem_Dermaline|Dermaline]]; - for Burns&lt;br /&gt;
*[[Chemistry#chem_Hyronalin|Hyronalin]]; - for Radiation&lt;br /&gt;
*[[Chemistry#chem_Bicaridine|Bicaridine]]; - for Brute&lt;br /&gt;
*[[Chemistry#chem_DexalinPlus|Dexalin Plus]]. - for Airloss&lt;br /&gt;
*[[Chemistry#chem_Tranexamic acid|Tranexamic acid]] and [[Chemistry#chem_Iron|Iron]] - for Bloodloss&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:healthanalyzer.png|64px]] || Health Analyzer || Displays the health status of any crewmate or organism upon use.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:bruisepack.png|64px]] || Bruise Pack || Heals 5 points of Slash, Piercing and Blunt damage per use.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ointment.png|64px]] || Ointment || Heals 5 points of Heat, Shock, Cold damage and 1.5 Caustic damage per use.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:bloodpack.png|64px]] || Bloodpack || Heals 0.5 points of bloodloss damage and restores 15 units of blood per use.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:pill1.png|64px]]&amp;lt;br&amp;gt;[[File:pill2.png|64px]] || Pill || Administers a dosage of a specific chemical or medicine upon ingestion. Dosages can vary from 1 to 25 units.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:syringe.png|64px]] || Syringe || Administers a dosage of a specific chemical or medicine upon injection. Dosages can only be administered 5 units at a time, with a maximum of 15 units stored.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:gauze.png|64px]] || Gauze || Stops bleeding upon application. Heals 2.5 Slash and Piercing damage.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:medipen.png|64px]] || Emergency Medipen || A shot of epinephrine. Contains 12 units of [[Chemistry#chem_Epinephrine|Epinephrine]] and 3 units of [[Chemistry#chem_Tranexamic acid|Tranexamic acid]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:bottle.png|64px]] || Epinephrine || 15 units of epinephrine.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Defibrillator.png|64px]]|| Defibrillator || Used to bring people back from death (within a 5-minute timeframe). Heals 40 Asphyxiation damage but deals 5 Shock damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
*Make sure to have a store of basic medicine on you, namely medicine (See: [[Chemistry]]) such as bicaridine, tricordrazine, and inaprovaline, all of which are very useful in a pinch.&lt;br /&gt;
&lt;br /&gt;
*Always treat patients with whatever medicines you have at your disposal. Scan patients with the health analyzer to determine the best course of treatment.&lt;br /&gt;
&lt;br /&gt;
*The [[Chief Medical Officer]] has a computer in his room, which shows the status of other medical personnel and their location. Use this to recover lost bodies and keep track of the life status of the Heads.&lt;br /&gt;
&lt;br /&gt;
*You may have to coordinate with the other doctors to prioritize wounded patients. Be sure to treat patients as efficiently as possible to prevent a buildup of wounded patients in need of care.&lt;br /&gt;
&lt;br /&gt;
*Liase with the [[Bartender]] for the cure of some diseases. Refer to [[Virology]].&lt;br /&gt;
&lt;br /&gt;
*You can use your Medical [[PDA]] as an Health Analyzer.&lt;br /&gt;
&lt;br /&gt;
{{Jobs Menu}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>SageistSage</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Forensics&amp;diff=2726</id>
		<title>Forensics</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Forensics&amp;diff=2726"/>
		<updated>2024-01-08T21:11:14Z</updated>

		<summary type="html">&lt;p&gt;SageistSage: added mentions of food leaving DNA cuz i got to make use of it in-game AND adds extra capital letters&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
== What leaves evidence? ==&lt;br /&gt;
* Body parts inherit their owner&#039;s DNA&lt;br /&gt;
* Implanters upon injecting or drawing&lt;br /&gt;
* Syringes upon injecting or drawing&lt;br /&gt;
* Hyposprays upon injecting&lt;br /&gt;
* Medipens upon injecting&lt;br /&gt;
* Cans and Food upon consumption&lt;br /&gt;
* Cigarettes/Cigars/Pipes upon putting in your mouth&lt;br /&gt;
* Blunt/Slashing/Piercing melee weapons on hitting someone&lt;br /&gt;
* Puddles of blood&lt;br /&gt;
* Touching items, doors and any equipment&lt;br /&gt;
&lt;br /&gt;
Most interactions will leave some sort of &amp;quot;trace&amp;quot; that someone was there; either your fingerprints and fibers or your DNA itself.&lt;br /&gt;
&lt;br /&gt;
===Fingerprints===&lt;br /&gt;
[[File:Hand.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Many interactions with and between crew members, items, doors, machinery, and many other things leave behind fingerprints, which can naturally be traced:&lt;br /&gt;
* Picking up and using items&lt;br /&gt;
* Operating computers and other machinery&lt;br /&gt;
* Bumping into or clicking on doors to open/close them&lt;br /&gt;
* Pulling objects or bodies&lt;br /&gt;
* etc.&lt;br /&gt;
&lt;br /&gt;
=== Fibers and Gloves ===&lt;br /&gt;
[[File:BlackGloves.png|64px]]&lt;br /&gt;
&lt;br /&gt;
If you aren&#039;t given a fingerprint on the Forensic Analyzer, you can still help identify suspects with fibers.&lt;br /&gt;
&lt;br /&gt;
It is to note that fingerless gloves leave fingerprints AND fibers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:5%; padding:5px;&amp;quot; | &#039;&#039;&#039;Fiber&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width:15%; padding:5px;&amp;quot; | &#039;&#039;&#039;Corresponding Gloves&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 | Black Insulative Fibers&lt;br /&gt;
 | [[File:BlackGloves.png]] Combat Gloves&lt;br /&gt;
|-&lt;br /&gt;
 | Yellow Insulative Fibers&lt;br /&gt;
 | [[File:InsulatedGloves.png]] Insulated Gloves, Budget Insulated Gloves, Unsulated Gloves&amp;lt;br&amp;gt;[[File:FingerlessInsulatedGloves.png]] Fingerless Insulated Gloves&lt;br /&gt;
|-&lt;br /&gt;
 | Olive Insulative Fibers&lt;br /&gt;
 | [[File:OliveGloves.png]] Mercenary Combat Gloves&lt;br /&gt;
|-&lt;br /&gt;
 | Black Synthetic Fibers&lt;br /&gt;
 | [[File:BlackGloves.png]] Black Gloves, Thieving Gloves&amp;lt;br&amp;gt;[[File:FingerlessGloves.png]] Fingerless Gloves&lt;br /&gt;
|-&lt;br /&gt;
 | Colored Synthetic Fibers&lt;br /&gt;
 | [[File:ColoredGloves.gif]] Corresponding colored Gloves.&lt;br /&gt;
|-&lt;br /&gt;
 | Black Leather Fibers&lt;br /&gt;
 | [[File:BlackGloves.png]] Robohands Gloves&lt;br /&gt;
|-&lt;br /&gt;
 | Brown Leather Fibers&lt;br /&gt;
 | [[File:BotanyGloves.png]] Botanist&#039;s Leather Gloves, Patchwork Gloves&lt;br /&gt;
|-&lt;br /&gt;
 | Blue Leather Fibers&lt;br /&gt;
 | [[File:Gloves of the North Star.png]] [[Syndicate Items#gloves of the north star|Gloves of the North Star]]&lt;br /&gt;
|-&lt;br /&gt;
 | White Leather Fibers&lt;br /&gt;
 | [[File:LatexGloves.png]] Inspection Gloves&lt;br /&gt;
|-&lt;br /&gt;
 | Colored Leather Fibers&lt;br /&gt;
 | [[File:Boxing Gloves.gif]] Corresponding colored Boxing Gloves.&lt;br /&gt;
|-&lt;br /&gt;
 | Durathread Black Fibers&lt;br /&gt;
 | [[File:HoPGloves.png]] Papercut-proof Gloves&lt;br /&gt;
|-&lt;br /&gt;
 | Durathread Regal Blue Fibers&lt;br /&gt;
 | [[File:CaptainGloves.png]] Captain&#039;s Gloves&lt;br /&gt;
|-&lt;br /&gt;
 | Latex Fibers&lt;br /&gt;
 | [[File:LatexGloves.png]] Latex Gloves&lt;br /&gt;
|-&lt;br /&gt;
 | Nitrile Fibers&lt;br /&gt;
 | [[File:NitrileGloves.png]] Nitrile Gloves&lt;br /&gt;
|-&lt;br /&gt;
 | Insulative Nanomachine Fibers&lt;br /&gt;
 | [[File:NinjaGloves.png]] Space Ninja Gloves&amp;lt;br&amp;gt;[[File:PowerGloves.png]] Power Gloves&lt;br /&gt;
|-&lt;br /&gt;
 | Holographic Chameleon Fibers&lt;br /&gt;
 | [[File:BlackGloves.png]] Chameleon Gloves&lt;br /&gt;
|-&lt;br /&gt;
 | Yellow Rubber Fibers&lt;br /&gt;
 | [[File:JanitorGloves.png]] Rubber Gloves&lt;br /&gt;
|-&lt;br /&gt;
 | Black Fibers&lt;br /&gt;
 | [[File:TacticalMaidGloves.png]] Tactical Maid Gloves&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Evildoers: How to get rid of evidence? ==&lt;br /&gt;
&lt;br /&gt;
It is possible to wipe off fingerprints/DNA/fibers using soap or a rag, should you need to clear your tracks.&lt;br /&gt;
Rags will leave a fiber, and soap will leave a residue, to hint that the object was unusually cleaned.&lt;br /&gt;
&lt;br /&gt;
The main barrier between you and a clean get-away, will be the [[Detective]], who&#039;s Forensic Scanner is the main tool to discover left-behind forensics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
		<author><name>SageistSage</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Jobs&amp;diff=2699</id>
		<title>Jobs</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Jobs&amp;diff=2699"/>
		<updated>2024-01-03T10:38:54Z</updated>

		<summary type="html">&lt;p&gt;SageistSage: spelling mistake &amp;gt;:(&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your job defines your starting equipment, your access on board the station, and what you&#039;re supposed to be doing. While the job descriptions do reflect some actual truths or common behaviors/occurances, they are mainly jokes and are not the actual job description. They should not be taken as actual instructions or advice.&lt;br /&gt;
&lt;br /&gt;
{{Jobs Menu}}&lt;br /&gt;
&lt;br /&gt;
__TOC__ &amp;lt;!-- Reminder that if you add or remove jobs from this page, reflect the changes in [[Template:Jobs Menu]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Command Jobs ==&lt;br /&gt;
They manage the station and ensure everyone is safe and productive.&lt;br /&gt;
&lt;br /&gt;
{|{{JobCategory|Command|0C2C47}}&lt;br /&gt;
&lt;br /&gt;
{{Job|0C2C47|Captain.png|Captain|&lt;br /&gt;
|desc=Be responsible for the station. Make sure the Heads of Staff aren&#039;t stepping out of line. Secure the [[Nuclear Authentication Disk|nuke disk]]! Make sure everything stays in working order and fix any issues that other crew members can&#039;t. Do not try to take over a department and do someone else&#039;s job, that&#039;s why you have a crew.&lt;br /&gt;
|difficulty=Very Hard&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Security Jobs ==&lt;br /&gt;
They are here to ensure that the crew are kept in check and troublemakers receive proper punishment.&lt;br /&gt;
&lt;br /&gt;
{|{{JobCategory|Security|480000}}&lt;br /&gt;
&lt;br /&gt;
{{Job|480000|HoS.png|Head of Security|&lt;br /&gt;
|desc=Make sure you and your [[Security Officer|security officers]] are following [[Standard_Operating_Procedure|SoP]] and [[Space Law]] to a perfect degree, despair when they run around with their baton out. Organize the security officers into a formidable order-keeping force. Have the final word on how to resolve security related issues.&lt;br /&gt;
|difficulty=Very Hard}}&lt;br /&gt;
&lt;br /&gt;
{{Job|480000|Warden.png|Warden|&lt;br /&gt;
|desc=Protect the armory, protect the brig, protect your dog, make sure the officers know and follow [[Space Law]]. Process prisoners and give them timers. Manage the security department and all of the people imprisoned inside of it. Protect it from irresponsible staff and protect the prisoners from being forgotten in their cells. Don&#039;t leave the brig unless its justified.&lt;br /&gt;
|difficulty=Hard}}&lt;br /&gt;
&lt;br /&gt;
{{Job|480000|Security_officer.png|Security Officer|&lt;br /&gt;
|desc=Turn &#039;&#039;&#039;on&#039;&#039;&#039; the stunbaton before batoning and cuffing troublemakers in a timely fashion. Have everyone cry &amp;quot;shitcurity&amp;quot; and hate you for trying to protect them. Be responsible and patrol the station, respond to calls for help, capture and detain (the correct) criminal, alert your department of any developments and enforce space law.&lt;br /&gt;
|difficulty=Hard}}&lt;br /&gt;
&lt;br /&gt;
{{Job|480000|Prison_Guard.png|Prison Guard|&lt;br /&gt;
|desc=Listen to the Warden. Patrol the brig and everywhere Prisoners are. Prevent the prisoners from escaping. Develop a lasting friendship with the permabrig [[Prisoner|prisoners]]. &amp;lt;s&amp;gt;Slip on soap and get beaten for your ID.&amp;lt;s&amp;gt;&lt;br /&gt;
|difficulty=Hard}}&lt;br /&gt;
&lt;br /&gt;
{{Job|480000|Corpsman.png|Corpsman|&lt;br /&gt;
|desc=Be security&#039;s medic. Make sure your fellow security officers and prisoners are kept healthy. Help out the Medical department if everything is calm. Remember that you&#039;re a doctor first, let your team mates do their job while you stitch their wounds.&lt;br /&gt;
|difficulty=Medium to Hard}}&lt;br /&gt;
&lt;br /&gt;
{{Job|480000|Detective.png|Detective|&lt;br /&gt;
|desc=Investigate crime scenes officers can&#039;t or won&#039;t solve. Help your department arrest the criminals you investigated. Keep an eye over evidence. &lt;br /&gt;
|difficulty=Medium}}&lt;br /&gt;
&lt;br /&gt;
{{Job|480000|Security_Cadet.png|Security Cadet|&lt;br /&gt;
|desc=Be on the path to becoming a proper and official [[Security Officer|SecOff]]. Keep in mind that the rest of the station may not take it easy on you as you are an easier target. Do your best to help break up fights, patrol the halls, and maybe even stop a [[Traitor]] or two.&lt;br /&gt;
|difficulty=Easy to Medium}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Engineering Jobs ==&lt;br /&gt;
They are charged with station upkeep and engineering support.&lt;br /&gt;
&lt;br /&gt;
{|{{JobCategory|Engineering|854100}}&lt;br /&gt;
&lt;br /&gt;
{{Job|854100|Chief_Engineer.png|Chief Engineer|&lt;br /&gt;
|desc=Use your state of the art tools to set up power before it runs out. Protect your department from the hordes of [[Passenger|thieves]]. Give orders to [[Station Engineer|Station Engineers]] and [[Atmospheric Technician|Atmospheric Technicians]] instead of doing everything by yourself. Oversee the successful operation of the station&#039;s power source and send your underlings to rebuild damage and hull breaches.&lt;br /&gt;
|difficulty=Hard}}&lt;br /&gt;
&lt;br /&gt;
{{Job|854100|Atmospheric_Technician.png|Atmospheric Technician|&lt;br /&gt;
|desc=Watch and manage atmos. Make sure everybody is breathing by listening to complaints; if they can talk, everything&#039;s within tolerance. &amp;lt;s&amp;gt;Forget to repair damaged piping.&amp;lt;/s&amp;gt; Be known as one of the three people who know how atmos works. Die in a plasma fire when you suddenly forget how atmos works.&lt;br /&gt;
|difficulty=Medium to Hard}}&lt;br /&gt;
&lt;br /&gt;
{{Job|854100|Engineer.png|Station Engineer|&lt;br /&gt;
|desc=The arm of the Chief Engineer. Your job is to set up the engine, wire the solar panels, fix the maintenance wires chewed by rats and repair any damage to hull and equipment. Nothing is broken? Just give it a few minutes. Create new power sources and fix any power or integrity-related issues that the station may have. Hold the entire station together with your hard work and duct tape. Accidentally singuloose the station due to an oversight.&lt;br /&gt;
|difficulty=Medium}}&lt;br /&gt;
&lt;br /&gt;
{{Job|854100|Technical Assistant.png|Technical Assistant|&lt;br /&gt;
|desc=Learn the various duties and challenges that the [[Station Engineer|engineers]] face &amp;lt;s&amp;gt; and become more competent than them &amp;lt;/s&amp;gt;. Learn skills such as [[Hacking|hacking doors]], [[Power|fixing power]], [[Construction|building furniture]], and Atmos.&lt;br /&gt;
|difficulty=Easy to Medium}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Epistemics Jobs ==&lt;br /&gt;
They are here to study the secrets of the universe and unlock precious research.&lt;br /&gt;
&lt;br /&gt;
{|{{JobCategory|Epistemic|4c1a4f}}&lt;br /&gt;
&lt;br /&gt;
{{Job|4c1a4f|Mystagogue.png|Mystagogue|&lt;br /&gt;
|desc=Help unlock the secrets of the universe by probing the mysteries of the Noösphere!. Guard the oracle. Organize the requisition of whatever the Oracle demands of you. Try to control your department full of [[Scientist|weirdos]] and make sure they are taking their job seriously. Forget to use your [[Psionics|psionic]] powers against powerful entities. Cry when glimmer reach critical levels.&lt;br /&gt;
|difficulty=Medium}}&lt;br /&gt;
&lt;br /&gt;
{{Job|4c1a4f|Psionic_Mantis.png|Psionic Mantis|&lt;br /&gt;
|desc=Smoke blunts. Solve mysteries, big and small. From easy slam dunks like who killed the clown, to the nature of the universe. Be in charge of investigating crime scenes for clues and keeping rogue [[psionics]] in check.&lt;br /&gt;
|difficulty=Hard}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &amp;quot;Never be around when you are [[Vampire|actually needed]]&amp;quot; when that becomes a thing. --&amp;gt;&lt;br /&gt;
{{Job|4c1a4f|Chaplain.png|Chaplain|&lt;br /&gt;
|desc=Preach to crew members and aid them in their journeys to spiritual oneness. Mass produce holy water, only to have people drink it. Sacrifice people to power up Golems. &amp;lt;s&amp;gt;Ignore people complaining about Remilia.&amp;lt;/s&amp;gt;&lt;br /&gt;
|difficulty=Medium}}&lt;br /&gt;
&lt;br /&gt;
{{Job|4c1a4f|Scientist.png|Scientist|&lt;br /&gt;
|desc=Probe the mysteries of the Noösphere! &amp;lt;s&amp;gt;Steal&amp;lt;/s&amp;gt; Politely ask for whatever the Oracle demands of you. Convince people that you are not part of a cult. Try to understand the mysteries of anomalies and artefacts. Constantly remind the crew to tell you where the anomalies are.&lt;br /&gt;
|difficulty=Medium}}&lt;br /&gt;
&lt;br /&gt;
{{Job|4c1a4f|Research Assistant.png|Research Assistant|&lt;br /&gt;
|desc=Learn about the wonders of epistemics in a &amp;quot;peaceful&amp;quot; environment. Die tragically because you observed an artifact, and it, in lawful retaliation, covered you in fluorosulfonic acid.&lt;br /&gt;
|difficulty=Easy to Medium}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Medical Jobs ==&lt;br /&gt;
They are here to provide medical treatment to other crew members.&lt;br /&gt;
&lt;br /&gt;
{|{{JobCategory|Medical|244559}}&lt;br /&gt;
&lt;br /&gt;
{{Job|244559|Chief_Medical_Officer.png|Chief Medical Officer|&lt;br /&gt;
|desc=Be in charge of either the calmest or more stressful department of the station. Make sure the Metempsychotic machine is linked properly! Manage the resources and personnel of the medical department to keep the crew in top shape. Know enough about each part of your department to be able to teach new hires. Panic when Medbay is inevitably overrun with corpses.&lt;br /&gt;
|difficulty=Medium}}&lt;br /&gt;
&lt;br /&gt;
{{Job|244559|Medical_Doctor.png|Medical Doctor|&lt;br /&gt;
|desc=Work with your fellow doctors to keep the station alive. [[Chemistry|Mix medicine]] and make them into pills. Put away the ever stacking bodies back into the morgue. Remember to examine patients before treating or cloning them to drastically reduce work load. Get swarmed by a tide of people all needing band-aids, ointment and anti-toxins.&lt;br /&gt;
|difficulty=Medium}}&lt;br /&gt;
&lt;br /&gt;
{{Job|244559|Paramedic.png|Paramedic|&lt;br /&gt;
|desc=Roam around the station. Attempt to rescue people from dangerous situations. Get mugged and/or killed by any of the 20 antagonists lurking in maintenance. Stabilize injured personnel and bring them into Medical. Spend the entire shift collecting dead [[Salvage Specialist|Salvage Specialist]].&lt;br /&gt;
|difficulty=Medium}}&lt;br /&gt;
&lt;br /&gt;
{{Job|244559|Chemist.png|Chemist|&lt;br /&gt;
|desc=Use the chemistry machines to make unholy amounts of medicine for any damaged crew members. Set up [[Cryogenic Pods|cryo]]. Mix chemicals requested by crew.&lt;br /&gt;
|difficulty=Medium}}&lt;br /&gt;
&lt;br /&gt;
{{Job|244559|Psychologist.png|Psychologist|&lt;br /&gt;
|desc=Pursue the fruitless endeavor of trying to provide mental healthcare aboard a station staffed near exclusively with violent sociopaths. Attempt to teach [[Head of Security]] to read and fail. Deem the [[Captain]] is unfit to serve and watch as the station slowly descends in to madness. Replace the actual [[Medical Doctor|doctors]] when they don&#039;t know which end of the syringe goes in the body.&lt;br /&gt;
|difficulty=Easy}}&lt;br /&gt;
&lt;br /&gt;
{{Job|244559|Medical Intern.png|Medical Intern|&lt;br /&gt;
|desc=Assist the [[Medical Doctor|doctors]] while they heal patients. Bother the [[Chemist|chemists]] to teach you how to make meth and maybe medicine. Gather dead bodies from around the station and bring them to medbay so they can be revived. Discover why the [[Chef|chef]]&#039;s food tastes so good. Earn your [[Chief Medical Officer|CMO]]&#039;s approval.&lt;br /&gt;
|difficulty=Easy to Medium}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Logistics Jobs ==&lt;br /&gt;
They are here to order and sell stuff for the crew.&lt;br /&gt;
&lt;br /&gt;
{|{{JobCategory|Logistics|43331a}}&lt;br /&gt;
&lt;br /&gt;
{{Job|43331a|Logistics Officer.png|Logistics Officer|&lt;br /&gt;
|desc=Oversee the operations of logistics, order equipment, and ensure your [[Cargo Technician|cargo techs]] do their jobs. Tell the [[Salvage Specialist|salvagers]] to not die, lose radio contact with all of them ten minutes later. Sell anything valuable you can get your hands on and flaunt your wealth to the other departments. Dance in the bridge because you&#039;re now a head of staff. Get beaten by a confused [[Head of Personnel]] who still think cargo exists and is theirs.&lt;br /&gt;
|difficulty=Medium}}&lt;br /&gt;
&lt;br /&gt;
{{Job|43331A|Cargo Technician.png|Cargo Technician|&lt;br /&gt;
|desc=Push them crates and ensure a smooth operation as dictated by the LO. Spend the cargo budget on &amp;lt;s&amp;gt;insulated gloves and toys&amp;lt;/s&amp;gt; guns and drugs. Search maintenance for trash with single digit export values to gift to the LO like some kind of [[Playable Species#Felinid|weird humanoid cat]] instead. Promote cargo shorts as they are comfy and easy to wear.&lt;br /&gt;
|difficulty=Easy to Medium}}&lt;br /&gt;
&lt;br /&gt;
{{Job|43331a|Salvage Specialist.png|Salvage Specialist|&lt;br /&gt;
|desc=Equip a hard-suit and salvage wrecked station parts from previous stations, a grim reminder of what&#039;s to come in the next ten minutes. Fight fish in space and hurriedly throw your loot out into space to fly back to safety. Accidentally space your department twice.&lt;br /&gt;
|difficulty=Medium}}&lt;br /&gt;
&lt;br /&gt;
{{Job|43331A|Courier.png|Courier|&lt;br /&gt;
|desc=Deliver mail around the station, resulting in [[Logistics Officer|logistics]] receiving lots of money. Constantly remind your fellow crew members about their mail. Try not to go postal when Engineering has a pile of unopened mail on their counter the entire shift.&lt;br /&gt;
|difficulty=Easy}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Service Jobs ==&lt;br /&gt;
They contribute to the crew&#039;s overall performance one way or another.&amp;lt;br&amp;gt;&lt;br /&gt;
The service department is separated in four purely cosmetic sub-departments; Cargo, Catering, Entertainment and Civilian&lt;br /&gt;
&lt;br /&gt;
{|{{JobCategory|Service|265600}}&lt;br /&gt;
&lt;br /&gt;
{{Job|265600|HoP.png|Head of Personnel|&lt;br /&gt;
|desc=Give out additional access where needed or change people&#039;s jobs but do contact the relevant Head of Staff first. Mediate any disputes that can&#039;t be solved by the relevant department heads. Be responsible for the Service department. &amp;lt;s&amp;gt;Force passengers to indulge in your paperwork obsession.&amp;lt;s&amp;gt;&lt;br /&gt;
|difficulty=Hard}}&lt;br /&gt;
&lt;br /&gt;
{{Job|265600|Bartender.png|Bartender|&lt;br /&gt;
|desc=Keep the station&#039;s crew docile and drunk. Take their oddly specific requests and make them at your beer and soda machines. Don&#039;t be afraid to use your shotgun. Bar is one of the most bombed and attacked regions, as there is usually a lot of people there. Give the crew drinks and mix lengthy recipes into borderline-illegal concoctions.&lt;br /&gt;
|difficulty=Easy}}&lt;br /&gt;
&lt;br /&gt;
{{Job|265600|Botanist.png|Botanist|&lt;br /&gt;
|desc=Grow enough food to stop the [[Chef|chef]] from seeking &amp;quot;alternative sources&amp;quot;. Grow lots of wheat, and when you get tired of that, grow weed. Make weed smoothies and spike drinks with nettles. Keep growing random plants until the chef is happy. Get blamed for releasing your new batch of killer tomatoes.&lt;br /&gt;
|difficulty=Easy}}&lt;br /&gt;
&lt;br /&gt;
{{Job|265600|Chef.png|Chef|&lt;br /&gt;
|desc=Keep the station fed so that they can continue scurrying around like cockroaches at full speed. Tell [[Botanist|botany]] what to grow and watch in horror as they only grow wheat. Serve raw eggplants or deep fry everything. &amp;lt;s&amp;gt;Snap and hunt passengers for meat.&amp;lt;/s&amp;gt; Be praised by everyone for being the first Chef in station history to &#039;&#039;do your job&#039;&#039;. Find out if it will blend. &amp;lt;s&amp;gt;Deep fry the armory.&amp;lt;/s&amp;gt;&lt;br /&gt;
|difficulty=Medium}}&lt;br /&gt;
&lt;br /&gt;
{{Job|265600|Service Worker.png|Service Worker|&lt;br /&gt;
|desc=Be a sightly more useful [[Passenger|passenger]]. Learn the other service level jobs stress free. Observe the other service jobs in their natural habitat before taking on their various responsibilities and challenges.&lt;br /&gt;
|difficulty=Easy}}&lt;br /&gt;
&lt;br /&gt;
{{Job|6F006F|Boxer.png|Boxer|&lt;br /&gt;
|desc=Constantly ask people to fight you and end up drinking in the bar when they don&#039;t. Decide you&#039;ll start some impromptu title fights only to become a regular patron of the brig&#039;s holding cells. Wind up in Medbay constantly.&lt;br /&gt;
|difficulty=Easy}}&lt;br /&gt;
&lt;br /&gt;
{{Job|6F006F|Clown.png|Clown|&lt;br /&gt;
|desc=Honk! Make the station laugh. Tell jokes. Trip on tables. Perform elaborate pranks. Hit the [[Nuclear_Operative|Nukie]] with a banana pie and snap their gun in half while they watch in horror. Ideally, you want everyone else to be laughing with you. Being a clown is not an excuse to be an asshole. Have a gun explode in your face when you need it the most.&lt;br /&gt;
|difficulty=Clown}}&lt;br /&gt;
&lt;br /&gt;
{{Job|6F006F|Gladiator.png|Gladiator|&lt;br /&gt;
|desc=Be a [[prisoner]] but you get to fight [[Fauna#Hostile|stuff]]. Put on a combat spectacle for the crew. Fight for your freedom, glory, and honor. End up either dead or killing every single thing in the arena.&lt;br /&gt;
|difficulty=Easy}}&lt;br /&gt;
&lt;br /&gt;
{{Job|6F006F|Martial Artist.png|Martial Artist|&lt;br /&gt;
|desc=Be honorable and disciplined, spar in the dojo, challenge security to CQC. End up forgetting the basics of CQC. &lt;br /&gt;
|difficulty=Easy}}&lt;br /&gt;
&lt;br /&gt;
{{Job|6F006F|Mime.png|Mime|&lt;br /&gt;
|desc=Play as the objectively strongest role in the game with special powers as long as you don&#039;t speak. Get your [[PDA]] stolen while you are writing out a 20+ word custom emote.&lt;br /&gt;
|difficulty=Mime}}&lt;br /&gt;
&lt;br /&gt;
{{Job|6F006F|Musician.png|Musician|&lt;br /&gt;
|desc=Play MIDIs at deafening volumes. Lay down some smooth jams. Bum around in the bar and flex your knowledge on obscure bands. Pester Cargo for more instruments. Sell your soul for a gold-plated fiddle.&lt;br /&gt;
|difficulty=Easy}}&lt;br /&gt;
&lt;br /&gt;
{{Job|2E2E2E|Passenger.png|Passenger|&lt;br /&gt;
|desc=Enjoy your stay and offer assistance to anyone who looks like they need it. End up getting in trouble for getting into places you shouldn&#039;t. Save the Station when least expected.&lt;br /&gt;
|difficulty=None}}&lt;br /&gt;
&lt;br /&gt;
{{Job|2E2E2E|Janitor.png|Janitor|&lt;br /&gt;
|desc=Try to keep the station clean of spills. Use your mop to clean up spills by replacing them with puddles. Ignore the woes of man with your no slip shoes, engaging in schadenfreude as you point at the wet floor sign. Watch as people complain about you not cleaning areas you don&#039;t have access to.&lt;br /&gt;
|difficulty=Easy}}&lt;br /&gt;
&lt;br /&gt;
{{Job|2E2E2E|Lawyer.png|Lawyer|&lt;br /&gt;
|desc=Pretend to be a part of security without actually doing any of the work. Tell security to notify you when a new prisoner arrives. Try as hard as you can to get everyone to go into the courthouse at any opportunity. &amp;quot;My CLIENT killed those two botanists in self-defense Your Honor.&amp;quot;&lt;br /&gt;
|difficulty=Easy}}&lt;br /&gt;
&lt;br /&gt;
{{Job|2E2E2E|Librarian.png|Librarian|&lt;br /&gt;
|desc=Attempt to hold poetry readings. Host D&amp;amp;D games. Beat the snot out of anyone who doesn&#039;t return their library books. Find treasure for your exhibit in the depths of space. Play D&amp;amp;D for the rest of the shift with the [[Captain|captain]].&lt;br /&gt;
|difficulty=Easy}}&lt;br /&gt;
&lt;br /&gt;
{{Job|2E2E2E|Reporter.png|Reporter|&lt;br /&gt;
|desc=Make reports on the smallest of things happening around the station. Place your cameras in well frequented places. Provide access to entertainment to everyone.&lt;br /&gt;
|difficulty=Easy}}&lt;br /&gt;
&lt;br /&gt;
{{Job|2E2E2E|Prisoner.png|Prisoner|&lt;br /&gt;
|desc=Sit in prison and learn about [[Hydroponics|growing plants]] and [[Cooking|cooking]]. Gamble with your cell mates. Talk to the warden. Write your memoirs. Roleplay with the Lawyer/Warden/Prison Guard until you forge a deep, personal relationship. Don&#039;t invite the Head of Security to the wedding.&lt;br /&gt;
|difficulty=Easy}}&lt;br /&gt;
&lt;br /&gt;
{{Job|2E2E2E|Zookeeper.png|Zookeeper|&lt;br /&gt;
|desc=Take care of animals. Put on a joyful display of cute animals and space carps for all the crew to see.&lt;br /&gt;
|difficulty=Easy}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Silicon Jobs ==&lt;br /&gt;
They are programmed to help and support the crew.&lt;br /&gt;
&lt;br /&gt;
{|{{JobCategory|Silicon|3D434B}}&lt;br /&gt;
&lt;br /&gt;
{{Job|3D434B|Cyborg.png|Cyborg|&lt;br /&gt;
|desc=Follow your laws. Read your laws. READ YOUR LAWS. Do not read your laws and eat an awfully long ban. Assist the humans. Have lengthy discussions with crew members about the correct interpretation of your laws.&lt;br /&gt;
|difficulty=Hard}}&lt;br /&gt;
&lt;br /&gt;
{{Job|3D434B|PersonalAI.gif|Personal AI|&lt;br /&gt;
|desc=Become pals with your carrier. Act as an on-demand jukebox. Be the friend someone has always wanted. Make up your own personality and gimmick to enhance the roleplay of your carrier and your own.&lt;br /&gt;
|difficulty=Easy}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--{{Job|3D434B|Maintenance_Drone.png|Maintenance Drone|&lt;br /&gt;
|desc=Follow your laws. Read your laws. Rebuild the station. Fix the station up. Do the [[Station Engineer|engineer]]&#039;s job. Wear hats. Do other people&#039;s jobs. Grief and speedrun getting whitelist revoked. Constantly ask why everyone looks like a static figure.&lt;br /&gt;
|difficulty=Medium}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Antagonists Jobs ==&lt;br /&gt;
&lt;br /&gt;
=== Main Antagonist ===&lt;br /&gt;
Main antagonist are typically the primary bad guy of a single round and are selected on round start. They are usually the main factor on how a round can play out.&lt;br /&gt;
&lt;br /&gt;
{|{{JobCategory|Main Antagonist|000000}}&lt;br /&gt;
&lt;br /&gt;
{{Job|000000|Traitor.gif|Traitor|&lt;br /&gt;
|desc=Buy a [[Syndicate Items#esword|glowy sword]]. Start with special objectives. Use codewords to find allies throughout the station. Buy tools to assist you on causing as much chaos as possible. Play mind games with security as you bomb cargo. Get robusted by a toolbox-wielding [[mime]].&lt;br /&gt;
|difficulty=Medium to Very Hard}}&lt;br /&gt;
&lt;br /&gt;
{{Job|000000|Nuclear_Operative.gif|Nuclear Operative|&lt;br /&gt;
|desc=Spend 30 minutes discussing a detailed plan, then explode before setting foot on the station. Forget the nuke. Get the nuclear disk and create a mass grave. Get shot by your own team. Have your shuttle stolen by a single [[clown]]. Kidnap Ian.&lt;br /&gt;
|difficulty=Very Hard}}&lt;br /&gt;
&lt;br /&gt;
{{Job|000000|Revolutionary.png|Revolutionary|&lt;br /&gt;
|desc=Either remove anyone that could pose a threat to you in under five minutes, or get crushed under Security&#039;s boots also in under five minutes. Convert the single robust person on the server as a win condition. Try to flash someone with eye protection and be beaten to death.&lt;br /&gt;
|difficulty=Hard to Very Hard}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--{{Job|000000|Changeling.png|Changeling|&lt;br /&gt;
|desc=Be &#039;The Thing&#039;. Relieve the crew of their DNA. Form a deep love-hate relationship with the crematorium. Pretend to be an adorable dog.&lt;br /&gt;
|difficulty=Hard}}&lt;br /&gt;
{{Job|000000|Wizard.png|Wizard|&lt;br /&gt;
|desc=Make everybody hate you for monopolizing the round. Transform the entire crew into various animals. Abuse magic. Get annihilated when you try to make futile attempts at peace with the crew.&lt;br /&gt;
|difficulty=Very Hard}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Side Antagonist ===&lt;br /&gt;
Side antagonists are either subservient to another antagonist or have a small chance to appear during any round type.&lt;br /&gt;
&lt;br /&gt;
{|{{JobCategory|Side Antagonist|121212}}&lt;br /&gt;
&lt;br /&gt;
{{Job|121212|Space Ninja.png|Space Ninja|&lt;br /&gt;
|desc=Summon an even worse side antagonist. Roleplay as an edgelord, then dash into a tritium generator. Break open every blue and red door on the station. Commit terrorism, but only in the janitorial closet. Be beaten to death by a mob of angry [[Scientist|scientists]] for getting your dorito-covered gloves on their research computer.&lt;br /&gt;
|difficulty=Hard}}&lt;br /&gt;
&lt;br /&gt;
{{Job|121212|Regal_Rat_Icon.png|Rat King|&lt;br /&gt;
|desc=Be da King, make some rulz. Potentially make a pact with the crew to not get gunned down immediately and live in peaceful harmony. Eat everything and create a swarm of rats. Send your rat army against the crew after a random passenger insults you.&lt;br /&gt;
|difficulty=Medium}}&lt;br /&gt;
&lt;br /&gt;
{{Job|121212|Revenant.gif|Revenant|&lt;br /&gt;
|desc=Be everyone worst nightmare. Eat the crew&#039;s life force, break tiles, overload lights, induce crippling depression in the clown, break tiles, taunt the crew, cry when the chaplain hits you, break tiles.&lt;br /&gt;
|difficulty=Medium}}&lt;br /&gt;
&lt;br /&gt;
{{Job|121212|Space Dragon.png|Space Dragon|&lt;br /&gt;
|desc=Burninate the peasantry. Place your rift in Engineering, then abandon it. Fill the station with carp corpses. Have the shuttle called, arrive and depart long before you could possibly come close to succeeding. Get unceremoniously killed by an assistant wielding an improvised shotgun.&lt;br /&gt;
|difficulty=Medium}}&lt;br /&gt;
&lt;br /&gt;
{{Job|121212|Tarantula.png|Tarantula|&lt;br /&gt;
|desc=Catch &amp;lt;s&amp;gt;flies&amp;lt;/s&amp;gt; passengers in your web and suck their juices out. Make massive nests of webbing. Have your work cut out by the friendly Arachnes that webbed half of the bar.&lt;br /&gt;
|difficulty=Medium&lt;br /&gt;
|nolink=1}}&lt;br /&gt;
&lt;br /&gt;
{{Job|121212|ZombieIcon.png|Zombie|&lt;br /&gt;
|desc=Spread the infection and transform the whole station into a biohazard. Test how effective security and medical are.&lt;br /&gt;
|difficulty=Literally Brainless}}&lt;br /&gt;
&lt;br /&gt;
{{Job|121212|Listening Post Operative.png|Listening Post Operative|&lt;br /&gt;
|desc=Be a glorified Radio Telephone Operator for the syndicate. Get into range, observe the station and intercept communications. Potentially assist operatives in the area when able to. Try to not get salvaged.&lt;br /&gt;
|difficulty=Easy}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--{{Job|121212|Twin.png|Paradox Anomaly|&lt;br /&gt;
|desc=Either befriend your double and enjoy a calm shift or &amp;lt;s&amp;gt;try and fail to&amp;lt;/s&amp;gt; replace your double by killing them. Get instantly spotted anyway when you are more competent than your double. End up role-playing as a lost twin, only to get robusted by the original on the spot for no reason.&lt;br /&gt;
|difficulty=Hard}}&lt;br /&gt;
{{Job|121212|Fugitive.png|Fugitive|&lt;br /&gt;
|desc=An escaped fugitive armed with a pair of insulated gloves and one toolbox. Your goal is to escape on the shuttle free and unrestrained. Fall down from the ceiling at the worst time and location.&lt;br /&gt;
|difficulty=Medium&lt;br /&gt;
|nolink=1}}&lt;br /&gt;
{{Job|121212|Oneirophage.png|Oneirophage|&lt;br /&gt;
|desc=The &#039;dream-eater&#039; spider. You are invisible while in webs and can put people to sleep. Make massive nests of webbing. Lure people into the webs. Ambush them. Consume.&lt;br /&gt;
|difficulty=Medium&lt;br /&gt;
|nolink=1}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>SageistSage</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Revolutionary&amp;diff=2698</id>
		<title>Revolutionary</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Revolutionary&amp;diff=2698"/>
		<updated>2024-01-03T10:35:59Z</updated>

		<summary type="html">&lt;p&gt;SageistSage: writes revolutionary page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision|reason=This need to be written.}}&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab inline name=&amp;quot;Head Revolutionary&amp;quot;&amp;gt;&lt;br /&gt;
{{Job_Header&lt;br /&gt;
|department=REVOLUTIONARY&lt;br /&gt;
|maincolor=000000&lt;br /&gt;
|secondarycolor=101010&lt;br /&gt;
|image=Head Revolutionary.png&lt;br /&gt;
|title=Head Revolutionary&lt;br /&gt;
|difficulty=Hard to Very Hard&lt;br /&gt;
|requirements=48 hours of playtime, 10 hours in Command&lt;br /&gt;
|access=Wherever you had access to before and any new friends/comrades you make along the way.&lt;br /&gt;
|extendedaccess=Same as above.&lt;br /&gt;
|supervisors=[[Syndicate]]&lt;br /&gt;
|subordinates=[[#Revolutionary|Revolutionary]]&lt;br /&gt;
|duties=Remove the chain of command. Take over the station.&lt;br /&gt;
|guides=This is the guide&lt;br /&gt;
}}&lt;br /&gt;
== What is to be done?==&lt;br /&gt;
You are disillusioned with [[Nanotrasen]], or you&#039;re just a little upset, and you&#039;ve set your sights to throw off your chains and dismantle the hierarchy aboard the station.&lt;br /&gt;
&lt;br /&gt;
Your tool of the trade; is a modified Flash, which will convert anyone blinded into a loyalist [[Revolutionary]]. It is not fool-proof, Command Staff and Security forces are implanted with &amp;quot;mind shields&amp;quot;, which protect them from conversion. Additionally, any staff wearing security glasses or sunglasses are immune to getting blinded, it is an important consideration when picking who to convert.&lt;br /&gt;
&lt;br /&gt;
You are (most likely) alone, and your flash only has 5 charges. You need to be careful about who you convert, especially considering as any more flashes are behind closed doors in Epistemics in the RoboTech Deluxe; Security as standard-issue equipment. It&#039;s worth noting that interecepting a resupply crate for the Robotech Deluxe will give you access to the two-charge flashes from the vendor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab inline name=&amp;quot;Revolutionary&amp;quot;&amp;gt;&lt;br /&gt;
{{Job_Header&lt;br /&gt;
|department=BRAINWASHED&lt;br /&gt;
|maincolor=000000&lt;br /&gt;
|secondarycolor=101010&lt;br /&gt;
|image=Revolutionary Alt.png&lt;br /&gt;
|title=Revolutionary&lt;br /&gt;
|difficulty=Easy&lt;br /&gt;
|requirements=None&lt;br /&gt;
|access=Wherever you had access to before and any new friends/comrades you make along the way.&lt;br /&gt;
|extendedaccess=Same as above.&lt;br /&gt;
|supervisors=[[#Head Revolutionary|Head Revolutionary]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|duties=Remove the chain of command. Take over the station.&lt;br /&gt;
|guides=This is the guide&lt;br /&gt;
}}&lt;br /&gt;
==What is my role?==&lt;br /&gt;
It doesn&#039;t matter who you were, or where you came from: you are now a fanatical loyalist to the Head Revolutionary. You will follow their orders, and lay down your life for the cause, whatever it may be.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=General Strategy=&lt;br /&gt;
Every revolution makes it&#039;s own path; but there are some important considerations.&lt;br /&gt;
&lt;br /&gt;
Of important note is the consideration of speed, and timing. A wise felinid once said; &amp;quot;there are decades where weeks happen, and then there are weeks where decades happen&amp;quot;, it is possible to blitz through Security and overwhelm the station as a small but co-ordinated collective. It is equally possible to bide your time, grow your numbers and wash over the station like a wave. You can host secret meetings, pass along notes; codewords and ciphers but the end goal is still the same; to seize the ownership of the station and flush Nanotrasen out.&lt;br /&gt;
&lt;br /&gt;
Of greatest importance, is that everyone is on the same page as the Head Revolutionary.&lt;br /&gt;
===Security===&lt;br /&gt;
Security are the main obstacle between you, and the complete comeuppance of the Command Staff aboard the station. They&#039;re mind-shielded, and the only staff who come armed and trained to handle insurrections.&lt;br /&gt;
&lt;br /&gt;
===Logistics===&lt;br /&gt;
Logistics are the heart of the station, they can order more mindshield implants and are also capable of ordering more of the aforementioned RoboTech Restocks and weapons, which are likely to be important for the removal of Nanotrasen personnel off the station.&lt;br /&gt;
&lt;br /&gt;
===Medical===&lt;br /&gt;
Medical are the heart surgeons for the hearts of the station; they will fix any wounded Security staff that you leave recoverable, as well as any Command Staff who you decide to leave unguarded.&lt;br /&gt;
&lt;br /&gt;
{{Jobs Menu}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>SageistSage</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Guide_to_Traitor&amp;diff=2697</id>
		<title>Guide to Traitor</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Guide_to_Traitor&amp;diff=2697"/>
		<updated>2024-01-03T10:18:04Z</updated>

		<summary type="html">&lt;p&gt;SageistSage: minor change to link to Forensics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Traitoring (specifically the &amp;quot;[[Traitor]]&amp;quot; role) involves completing a randomly assigned set of objectives while roleplaying as an antagonist employed by a hostile corporation. Your objectives can be viewed by opening your character information panel, which is by default hotkeyed to &amp;quot;C.&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
Note: Playing an antag role does not allow you to ignore the Antagonists rules:&lt;br /&gt;
* The damage antagonists cause should be roughly proportional to their objectives, and contribute towards achieving them in some way.&lt;br /&gt;
* Exploits, arrivals camping, and other extremely lame behavior are forbidden. For a certain set of objectives, most other things have a place.&lt;br /&gt;
&lt;br /&gt;
As a traitor, your primary focus should be completing your objectives. Simply griefing atmos and power or killing people unrelated to your objectives without actively pursuing them is highly discouraged.  &lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight: bold; text-align: center;&amp;quot;&lt;br /&gt;
! width=10% | Objective&lt;br /&gt;
! width=50% | Description&lt;br /&gt;
! width=10% | Difficulty&lt;br /&gt;
! width=30% | Notes&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
!colspan=5|Main Objectives--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
 ! [[File:BlackGloves.png|64px]]&amp;lt;br&amp;gt;Steal&lt;br /&gt;
 | This is one of the most common objectives. Objects for theft range from the Psionic Mantis&#039; knife, the Captain&#039;s jetpack, advanced magboots, and so on. This can be extremely variable in difficulty, and it&#039;s your job to make the best of a bad situation.&lt;br /&gt;
 | Easy to Very Hard&lt;br /&gt;
 | A list of these items is available [[High-Risk Items|here]].&lt;br /&gt;
|-&lt;br /&gt;
 ! [[File:EnergySword.png|64px]]&amp;lt;br&amp;gt;Kill or Maroon Crewmember&lt;br /&gt;
 | The difficulty of this objective varies, you can have someone SSD and leave them on the station. In general, running up and whacking your target with an energy sword will work, but if you can roleplay with your target beforehand, it&#039;s appreciated as well. You can also try a more stealthy approach if you want to.&lt;br /&gt;
 | Medium to Hard&lt;br /&gt;
 | Sometimes you&#039;ll be assigned to kill other traitors without knowing beforehand, so watch your back. Note that the target also needs to &#039;remain&#039; dead or left behind on the station for you to succeed - if they&#039;re cloned, and provided you don&#039;t finish the job, you will fail the objective come round end.&lt;br /&gt;
|-&lt;br /&gt;
 ! [[File:DoubleEnergySword.png|64px]]&amp;lt;br&amp;gt;Kill Head&lt;br /&gt;
 | This is a tough one. Heads are more likely to be cloned. In general, running up and whacking your target with an energy sword will work, but if you can roleplay with your target beforehand, it&#039;s appreciated as well. You can also try a more stealthy approach if you want to.&lt;br /&gt;
 | Hard to Very Hard&lt;br /&gt;
 | If the target survives the shift, you will fail the objective. Leaving them on the station doesn&#039;t count as a success compared to the other kill objective.&lt;br /&gt;
|-&lt;br /&gt;
 ! [[File:FreedomImplanter.png|64px]]&amp;lt;br&amp;gt;Escape Unrestrained&lt;br /&gt;
 | This is going to be one of the most common &amp;quot;escape&amp;quot; objectives for the traitor, reaching centcom alive and not in cuffs. This is fairly simple, but if you&#039;re wanted or there&#039;s a big threat to the station then escaping alive might become trickier.&lt;br /&gt;
 | Medium to Very Hard&lt;br /&gt;
 | You will fail this objective if you are in handcuffs or don&#039;t arrive at centcom.&lt;br /&gt;
|-&lt;br /&gt;
 ! [[File:MindSwap.png|64px]]&amp;lt;br&amp;gt;Become Psionic&lt;br /&gt;
 | One of the potentially easiest objective while also the most random. All you have to do is to become a [[Psionics|psionic]] and keep it for the entire shift. The main issue is the randomness aspect of the objective as you might get lucky and unlock it instantly on shift start or never manage to get the ability two hours in.&lt;br /&gt;
 | Easy to Medium&lt;br /&gt;
 | You will fail this objective if you do not end the shift with a psionic ability.&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
 ! [[File:Golem.png|64px]]&amp;lt;br&amp;gt;Become Golem&lt;br /&gt;
 | Rather easy since [[Chaplain|Chaplains]] are constantly interested in [[Golemancy#Sacrifices|making golems]]. The only difficulty is once again the randomness of getting psionic, managing to get sacrificed by the Chaplain and getting placed into a [[Golemancy#The_Golems|golem]].&lt;br /&gt;
 | Medium to Hard&lt;br /&gt;
 | As long as you are a Golem, and alive, you&#039;ll be fine.--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
 ! [[File:WebVest.png|64px]]&amp;lt;br&amp;gt;Protect fellow Traitor&lt;br /&gt;
 | This is very variable in difficulty. On the one hand, if you have to protect the [[Musician]] it&#039;s unlikely that they&#039;re going to any really dangerous situations. On the other, if you have to protect a [[Salvage Specialist]], you might fail before the shift really starts. If possible, drag their body to medbay as quickly as you can and make sure they get cloned.&lt;br /&gt;
 | Easy to Medium&lt;br /&gt;
 | Do note that some other traitors may have your &#039;Protect&#039; target as their &#039;Kill&#039; target, and so you might have to intentionally disrupt their work to succeed.&lt;br /&gt;
|-&lt;br /&gt;
 ! [[File:SyndicateHeadset.png|64px]]&amp;lt;br&amp;gt;Assist fellow Traitor&lt;br /&gt;
 | An objective that depends entirely on the objectives of the other traitor. All you need to do is to have them achieve half of their objectives.&lt;br /&gt;
 | Easy to Hard&lt;br /&gt;
 | Do note that it is entirely possible that your target has you has their &#039;Kill&#039; target and it can get awkward.&lt;br /&gt;
|-&lt;br /&gt;
 ! [[File:Glimmer Prober Minimal.png|64px]]&amp;lt;br&amp;gt;Raise Glimmer&lt;br /&gt;
 | Ensure [[glimmer]] reaches a certain Ψ threshold and keep it that way.&lt;br /&gt;
 | Easy to Hard&lt;br /&gt;
 | You need to have it reach but it can go above. You fail the objective if the shift end under the threshold.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Codewords ==&lt;br /&gt;
[[File:Codewords_in_c_menu.png|thumb|You can see your codewords and tasks by pressing {{key press|C}}]]&lt;br /&gt;
&lt;br /&gt;
Memorize your codewords!  Codewords are a set of random words shown under your objectives that are given to all traitors in the round.  You can use them to discreetly identify yourself to other traitors, allowing you to work together.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Uplink ==&lt;br /&gt;
Syndicate Agents have access to an Uplink in their [[PDA|PDAs]] that allow them to purchase [[Syndicate Items|various items to help them]] complete their objectives. These items cost Telecrystals (TCs).  Traitors start with 20 TCs and Nuclear Operatives start with 40 TCs.  Telecrystals can be removed and inserted between PDA uplinks, allowing you to pool your funds with other traitors to purchase more expensive items.&lt;br /&gt;
&lt;br /&gt;
[[File:Uplink_menu.png|thumb|Uplink menu]]&lt;br /&gt;
&lt;br /&gt;
Traitors, by default, have their PDA serve as their uplink. However, you can buy a [[Syndicate Items#Uplink Implanter|Uplink Implanter]] to access the uplink without the need of a PDA. Remember to eat your TC.&lt;br /&gt;
&lt;br /&gt;
The shop page is hidden for stealth purposes, and to unlock it you will need to enter the special code you receive at roundstart as your PDA&#039;s custom ringtone.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
&lt;br /&gt;
* Buying from the uplink makes a &amp;quot;cha-ching&amp;quot; sound. Contrary what some may think, this sound is not audible to nearby players.&lt;br /&gt;
* Since traitors only start with 20 TC, they must &amp;lt;s&amp;gt;neutralize&amp;lt;/s&amp;gt; collaborate with other agents in order to purchase high-value uplink items.&lt;br /&gt;
* Certain jobs get a reduced amount of TC when they are traitors.&lt;br /&gt;
** &#039;&#039;&#039;19&#039;&#039;&#039; TCs: [[Service Worker]]&lt;br /&gt;
** &#039;&#039;&#039;18&#039;&#039;&#039; TCs: [[Lawyer]], [[Paramedic]], [[Cargo Technician]]&lt;br /&gt;
** &#039;&#039;&#039;17&#039;&#039;&#039; TCs: [[Salvage Specialist]], [[Engineer]], [[Technical Assistant]]&lt;br /&gt;
** &#039;&#039;&#039;15&#039;&#039;&#039; TCs: [[Psionic Mantis]]&lt;br /&gt;
** &#039;&#039;&#039;10&#039;&#039;&#039; TCs: [[Atmospheric Technician]]&lt;br /&gt;
* Purchase what you need only when you need it. Security cannot discover your uplink if you turned it off, but they can certainly find a weapon or grenades in your bag.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Traitoring provides a wonderful opportunity for creativity, but success always depends on the quality of planning and execution.  When starting a round as traitor, make sure you understand what your objectives require, and ask yourself how to want to approach those objectives.  If you have to steal the Nuke Auth Disc and an ID board, do you have to kill anyone?  If you just need the Captain&#039;s ID card, do you need to destroy atmospherics or release the Singulo?  Conversely, do you think you can get the Antique Laser Gun off of the captain without killing them?  Can you take the Head of Security on in a firefight?  The answers to these questions depend on your playstyle, skill level, and preferences as a player, but keep in mind that the goal is to (often) finish the round alive. The following will discuss tactics for assassination, sabotage, burglary, and manipulation.&lt;br /&gt;
&lt;br /&gt;
Please note; it&#039;s important to factor in that regardless of your goals, it is crucial to factor in concepts such as [[Forensics|what evidence you leave behind.]]&lt;br /&gt;
&lt;br /&gt;
==== Assassination ====&lt;br /&gt;
&amp;quot;&#039;&#039;HELP MAINTS!&#039;&#039;&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
-Common SS14 saying  &lt;br /&gt;
&lt;br /&gt;
Since the objective will tell your their job, you&#039;ll want to figure out where they will be spending their time on the station.  Chemists tend to stay around medbay, but civilian roles like chaplain and librarian more commonly float around social areas like the bar. Once you&#039;ve tracked your target down, consider where you want to kill them.  Maintenance shafts are out of sight, but most people rarely just hang around in them.  The main hallways are crowded so you&#039;ll have to neutralize bystanders and extract or gib the body so it doesn&#039;t get cloned.  Finding the balance of convenience and opportunity relies on your knowledge of where the target will be.&lt;br /&gt;
&lt;br /&gt;
Next up is your weapon.  How will you acquire it?  How effective is it? The Mandella kills quickly at point blank range, but too many stray bullets at longer range will give your target the opportunity to fight back or call over the radio for help.  Explosions can devastate the entire room that a target is in, but it&#039;ll draw attention and possibly injure you.  Poison takes more than a few seconds to take effect - will that be fast enough?&lt;br /&gt;
&lt;br /&gt;
Assuming it all worked out, you will want to ensure the body doesn&#039;t get cloned.  Hiding it in a locker is quick, spacing the body takes more time and risks exposure, and gibbing the body is messy and loud.  If medbay is miraculously checking suit sensors, consider taking their jumpsuit somewhere else.  Killing another player and getting away with it is all about preparation, opportunity, and execution.&lt;br /&gt;
&lt;br /&gt;
==== Sabotage ====&lt;br /&gt;
&amp;quot;&#039;&#039;Someone blew up AME&#039;&#039;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
-Common SS14 saying&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sabotage is effective for changing the behavior of people on the station, but one should always consider the consequences.  If you feel the need to grief the entire station as much as possible just to steal a disk, you might want to spend more time strategizing or risk the ire of your fellow players, or worse, an admin.  Sabotage can be very effective in surprisingly small doses if done correctly, and can backfire horribly in larger doses.  Keep in mind that the more crippling your sabotage is, the more people will try to get it fixed faster.&lt;br /&gt;
&lt;br /&gt;
Sabotaging power can be done centrally or locally.  That is, you can sabotage power generation or power distribution.  Power generation is usually distributed across the AME, Singulo, and Solars, so to cripple power station wide you have to hit all three targets hard and quickly.  The AME can be blown up with explosives, overinjected with fuel, or deprived of fuel to hamper the station&#039;s power generation considerably.  The Singulo is an extremely vulnerable target as it can be accessed from space and tampered with in a variety of ways.  Simply turning off or cutting the wires to the emitters will power down the containment shield, allowing the Singulo to gobble up the station and nearby people before drifting into space. More subtle approaches involve disabling the particle accelerator or the radiation collectors.  Solars is simply a matter of cutting HV wires or messing with the computers.  Sabotaging power locally involves cutting wires going from substations to APCs or just destroying substations, and is a faster and more surgical approach that is also easier for the crew to fix.  Sabotaging power will probably make everyone very angry at you.&lt;br /&gt;
&lt;br /&gt;
Sabotaging atmospherics is either very simple or very complicated.  You can either spend some time messing with mixtures and pressures to flood the station with carbon dioxide or plasma or just blow the whole works up.  You can also ruin the air by opening tanks of CO2 and Plasma at max pressure.  Sabotaging atmos will probably make everyone very angry at you.&lt;br /&gt;
&lt;br /&gt;
Other forms of sabotage include spacing rooms, messing with doors, and blowing up or stealing important equipment like the cloning pod or cargo pad.  If these disruptions are worth the time and risk they involve and end up helping you complete your objective, go for it.  Otherwise, reconsider your strategy for other player&#039;s sake as well as your own.&lt;br /&gt;
&lt;br /&gt;
==== Burglary ====&lt;br /&gt;
&amp;quot;&#039;&#039;Someone broke into Cap&#039;s room&#039;&#039;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
-Common SS14 saying&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most objectives don&#039;t require violence.  The Cryptographic Sequencer is a fantastic tool for gaining access to otherwise secure rooms and lockers.  If you&#039;re light on telecrystals, a utility belt with a full set of tools can get you through almost any door, wall, or window.  Swiping an ID with relevant access is great if you don&#039;t get caught doing it, and asking the HoP to let you change jobs can work on occasion.  Breaking into lockers is usually time consuming, but a great trick to drag the locker in front of an emitter in maintenance and let it fire 4-5 times.  Generally the hardest part of breaking in somewhere is avoiding being seen.  You want to ideally spend the least amount of time possible in places where you shouldn&#039;t be, so staking out the layout before hand is recommended.  While arguably excessive, putting on the right uniform or a different outfit can be the difference between being identified or not.  Be sneaky, be bold, be quick.&lt;br /&gt;
&lt;br /&gt;
==== Manipulation ====&lt;br /&gt;
Some traitors can lie and charm their way through all their objectives.  Helping the crew and maintaining your cover will make you trustworthy and give you the element of surprise.  Yell &amp;quot;Sec to Engineering&amp;quot; over radio before committing a crime on the opposite side of the station.  Frame other people for crimes, start a worker&#039;s revolution, or assume another identity.  SS14 is a roleplaying game, and the relationships you establish with other characters will affect the outcome of every round.&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
		<author><name>SageistSage</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Forensics&amp;diff=2696</id>
		<title>Forensics</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Forensics&amp;diff=2696"/>
		<updated>2024-01-03T10:15:29Z</updated>

		<summary type="html">&lt;p&gt;SageistSage: fills the heading out a little bit more&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision&lt;br /&gt;
|reason=Outdated due to the Rebase Update. Missing cleaning evidence and new fibers.&lt;br /&gt;
|image=RebaseWork.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== What leaves evidence? ==&lt;br /&gt;
* Body parts inherit their owner&#039;s DNA&lt;br /&gt;
&lt;br /&gt;
* Implanters upon injecting or drawing&lt;br /&gt;
&lt;br /&gt;
* Syringes upon injecting or drawing&lt;br /&gt;
&lt;br /&gt;
* Hyposprays upon injecting&lt;br /&gt;
&lt;br /&gt;
* Medipens upon injecting&lt;br /&gt;
&lt;br /&gt;
* Cigarettes/cigars/pipes upon putting in your mouth&lt;br /&gt;
&lt;br /&gt;
* Blunt/Slashing/piercing melee weapons on hitting someone&lt;br /&gt;
&lt;br /&gt;
* Puddles of blood&lt;br /&gt;
&lt;br /&gt;
* Touching items, doors and any equipment&lt;br /&gt;
&lt;br /&gt;
Most interactions will leave some sort of &amp;quot;trace&amp;quot; that someone was there; either your fingerprints or your DNA itself.&lt;br /&gt;
&lt;br /&gt;
== Fibers and Gloves ==&lt;br /&gt;
If you aren&#039;t given a fingerprint on the Forensic Analyzer, you can still help identify suspects with fibers.&lt;br /&gt;
&lt;br /&gt;
It is to note that fingerless gloves leave fingerprints AND fibers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:5%; padding:5px;&amp;quot; | &#039;&#039;&#039;Fiber&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width:15%; padding:5px;&amp;quot; | &#039;&#039;&#039;Corresponding Gloves&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 | Latex Fibers&lt;br /&gt;
 | [[File:LatexGloves.png]] Latex Gloves&lt;br /&gt;
|-&lt;br /&gt;
 | Nitrile Fibers&lt;br /&gt;
 | [[File:NitrileGloves.png]] Nitrile Gloves&lt;br /&gt;
|-&lt;br /&gt;
 | Holographic Chameleon Fibers&lt;br /&gt;
 | [[File:BlackGloves.png]] Chameleon Gloves&lt;br /&gt;
|-&lt;br /&gt;
 | Black Synthetic Fibers&lt;br /&gt;
 | [[File:BlackGloves.png]] Black Gloves, Thieving Gloves&amp;lt;br&amp;gt;[[File:FingerlessGloves.png]] Fingerless Gloves&lt;br /&gt;
|-&lt;br /&gt;
 | Colored Synthetic Fibers&lt;br /&gt;
 | [[File:ColoredGloves.gif]] Corresponding colored Gloves.&lt;br /&gt;
|-&lt;br /&gt;
 | Black Insulative Fibers&lt;br /&gt;
 | [[File:BlackGloves.png]] Combat Gloves&lt;br /&gt;
|-&lt;br /&gt;
 | Yellow Insulative Fibers&lt;br /&gt;
 | [[File:InsulatedGloves.png]] Insulated Gloves, Budget Insulated Gloves, Unsulated Gloves&lt;br /&gt;
|-&lt;br /&gt;
 | Brown Leather Fibers&lt;br /&gt;
 | [[File:BotanyGloves.png]] Botanist&#039;s Leather Gloves, Patchwork Gloves&lt;br /&gt;
|-&lt;br /&gt;
 | White Leather Fibers&lt;br /&gt;
 | [[File:LatexGloves.png]] Inspection Gloves&lt;br /&gt;
|-&lt;br /&gt;
 | Colored Leather Fibers&lt;br /&gt;
 | [[File:Boxing Gloves.gif]] Corresponding colored Boxing Gloves.&lt;br /&gt;
|-&lt;br /&gt;
 | Durathread Regal Blue Fibers&lt;br /&gt;
 | [[File:CaptainGloves.png]] Captain&#039;s Gloves&lt;br /&gt;
|-&lt;br /&gt;
 | Insulative Nanomachine Fibers&lt;br /&gt;
 | [[File:NinjaGloves.png]] Space Ninja Gloves&amp;lt;br&amp;gt;[[File:PowerGloves.png]] Power Gloves&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Evildoers: How to get rid of evidence? ==&lt;br /&gt;
&lt;br /&gt;
It is possible to wipe off fingerprints/DNA/fibers using soap or a rag, should you need to clear your tracks.&lt;br /&gt;
Rags will leave a fiber, and soap will leave a residue, to hint that the object was unusually cleaned.&lt;br /&gt;
&lt;br /&gt;
The main barrier between you and a clean get-away, will be the [[Detective]], who&#039;s Forensic Scanner is the main tool to discover left-behind forensics.&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
		<author><name>SageistSage</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Forensics&amp;diff=2695</id>
		<title>Forensics</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Forensics&amp;diff=2695"/>
		<updated>2024-01-03T10:14:41Z</updated>

		<summary type="html">&lt;p&gt;SageistSage: shifts around forensics page, giving the tools back to the detective and adding the new &amp;quot;cleaning&amp;quot; methods&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision&lt;br /&gt;
|reason=Outdated due to the Rebase Update. Missing cleaning evidence and new fibers.&lt;br /&gt;
|image=RebaseWork.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== What leaves evidence? ==&lt;br /&gt;
* Body parts inherit their owner&#039;s DNA&lt;br /&gt;
* Implanters upon injecting or drawing&lt;br /&gt;
* Syringes upon injecting or drawing&lt;br /&gt;
* Hyposprays upon injecting&lt;br /&gt;
* Medipens upon injecting&lt;br /&gt;
* Cigarettes/cigars/pipes upon putting in your mouth&lt;br /&gt;
* Blunt/Slashing/piercing melee weapons on hitting someone&lt;br /&gt;
* Puddles of blood&lt;br /&gt;
* Touching items, doors and any equipment&lt;br /&gt;
&lt;br /&gt;
== Fibers and Gloves ==&lt;br /&gt;
If you aren&#039;t given a fingerprint on the Forensic Analyzer, you can still help identify suspects with fibers.&lt;br /&gt;
&lt;br /&gt;
It is to note that fingerless gloves leave fingerprints AND fibers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:5%; padding:5px;&amp;quot; | &#039;&#039;&#039;Fiber&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width:15%; padding:5px;&amp;quot; | &#039;&#039;&#039;Corresponding Gloves&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 | Latex Fibers&lt;br /&gt;
 | [[File:LatexGloves.png]] Latex Gloves&lt;br /&gt;
|-&lt;br /&gt;
 | Nitrile Fibers&lt;br /&gt;
 | [[File:NitrileGloves.png]] Nitrile Gloves&lt;br /&gt;
|-&lt;br /&gt;
 | Holographic Chameleon Fibers&lt;br /&gt;
 | [[File:BlackGloves.png]] Chameleon Gloves&lt;br /&gt;
|-&lt;br /&gt;
 | Black Synthetic Fibers&lt;br /&gt;
 | [[File:BlackGloves.png]] Black Gloves, Thieving Gloves&amp;lt;br&amp;gt;[[File:FingerlessGloves.png]] Fingerless Gloves&lt;br /&gt;
|-&lt;br /&gt;
 | Colored Synthetic Fibers&lt;br /&gt;
 | [[File:ColoredGloves.gif]] Corresponding colored Gloves.&lt;br /&gt;
|-&lt;br /&gt;
 | Black Insulative Fibers&lt;br /&gt;
 | [[File:BlackGloves.png]] Combat Gloves&lt;br /&gt;
|-&lt;br /&gt;
 | Yellow Insulative Fibers&lt;br /&gt;
 | [[File:InsulatedGloves.png]] Insulated Gloves, Budget Insulated Gloves, Unsulated Gloves&lt;br /&gt;
|-&lt;br /&gt;
 | Brown Leather Fibers&lt;br /&gt;
 | [[File:BotanyGloves.png]] Botanist&#039;s Leather Gloves, Patchwork Gloves&lt;br /&gt;
|-&lt;br /&gt;
 | White Leather Fibers&lt;br /&gt;
 | [[File:LatexGloves.png]] Inspection Gloves&lt;br /&gt;
|-&lt;br /&gt;
 | Colored Leather Fibers&lt;br /&gt;
 | [[File:Boxing Gloves.gif]] Corresponding colored Boxing Gloves.&lt;br /&gt;
|-&lt;br /&gt;
 | Durathread Regal Blue Fibers&lt;br /&gt;
 | [[File:CaptainGloves.png]] Captain&#039;s Gloves&lt;br /&gt;
|-&lt;br /&gt;
 | Insulative Nanomachine Fibers&lt;br /&gt;
 | [[File:NinjaGloves.png]] Space Ninja Gloves&amp;lt;br&amp;gt;[[File:PowerGloves.png]] Power Gloves&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Evildoers: How to get rid of evidence? ==&lt;br /&gt;
&lt;br /&gt;
It is possible to wipe off fingerprints/DNA/fibers using soap or a rag, should you need to clear your tracks.&lt;br /&gt;
Rags will leave a fiber, and soap will leave a residue, to hint that the object was unusually cleaned.&lt;br /&gt;
&lt;br /&gt;
The main barrier between you and a clean get-away, will be the [[Detective]], who&#039;s Forensic Scanner is the main tool to discover left-behind forensics.&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
		<author><name>SageistSage</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Detective&amp;diff=2687</id>
		<title>Detective</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Detective&amp;diff=2687"/>
		<updated>2024-01-02T09:09:25Z</updated>

		<summary type="html">&lt;p&gt;SageistSage: makes the detective page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision|reason=This need to be written.}}&lt;br /&gt;
{{Job_Header&lt;br /&gt;
|department=SECURITY&lt;br /&gt;
|maincolor=480000&lt;br /&gt;
|secondarycolor=600000&lt;br /&gt;
|image=Detective.png&lt;br /&gt;
|title=Detective&lt;br /&gt;
|difficulty=Medium&lt;br /&gt;
|requirements=10 hours in [[Security Officer|Security]]&lt;br /&gt;
|access=Security, Detective&lt;br /&gt;
|extendedaccess=Brig, Maintenance, Service&lt;br /&gt;
|supervisors=[[Head of Security]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|duties=Investigate crime scenes using forensic tools and ensure that the guilty party is found.&lt;br /&gt;
|guides=[[Forensics]], [[Standard Operating Procedure]], [[Space Law]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Greetings Detective! Your role aboard the Station is to investigate crime-scenes; find [[Forensics|clues]] for Security and ensure that the guilty party is apprehended and the evidence is brought to [[Standard_Operating_Procedure#Trial_Procedure|trial]].&lt;br /&gt;
&lt;br /&gt;
==Tools of the Trade==&lt;br /&gt;
&lt;br /&gt;
Forensics Scanner: The scanner is your primary tool of the trade. It can interact with essentially any object in the game, from a murder weapon to the [[High-Risk Items|Head of Personnel&#039;s Prized Photobook]]. After a short action bar completes, the forensic scanner will pop up a list which includes the fingerprints and DNA&#039;s of everyone that interacted with the scanned object, as well as a separate list of all the glove fibers found on the object. Fingerprints and DNA&#039;s are entirely unique with each crewmember having a separate fingerprint and DNA code. Glove fibers are not, and all gloves of the same type will leave the same fibers. The scanner can store the most recently scanned information, or print out copies of the report with the handy button on the scanner allowing the detective to keep copies on file or in inventory while they scan something else.&lt;br /&gt;
&lt;br /&gt;
Forensic Pad: The pad is the second half of your detecting toolkit. Pads are single use items that can be used on either an ungloved suspect, or on a set of gloves. If used on a suspect they provide that suspects unique fingerprint code, which can be used to match with evidence found by the forensics scanner at a crime scene. If used on gloves the forensic pad will instead show the fibers of that specific glove. After using a pad on a target, simply inspect it with {{key press | Shift}} + {{key press | LMB}} in your hand to read it. A handy trick to use with pads is to scan them with the forensic scanner to make a copy of the information on them, as long as no one else touches them after you use them.&lt;br /&gt;
In your personal locker, also comes a box of extra forensic pads, take as many as you want or require.&lt;br /&gt;
&lt;br /&gt;
Also in your locker comes: the detective&#039;s flask, handy for keeping nonalcoholic beverages on you to keep you hydrated when on duty.&lt;br /&gt;
&lt;br /&gt;
And importantly, The Inspector, also known as the detective&#039;s revolver. This gun is one of a kind, and comes with 6 shells. Sometimes, in the pursuit of Justice; you rush head first into the Lair of a [[Traitor|unfavourable person]] and [[Combat|decisive action is needed.]] Additional rounds can be made by the [[Warden]], [[Standard Operating Procedure|but be prepared to answer for any use of lethal force]]. It might just be best to take a Baton instead.&lt;br /&gt;
&lt;br /&gt;
Finally, any Detective worth the gum on their shoe will equip themselves with Detective Gloves, the latest in Nanotrasen Technology; which leave no fibres on any items it comes in contact with; you do NOT want to contaminate your evidence.&lt;br /&gt;
&lt;br /&gt;
==What is to be done?==&lt;br /&gt;
&lt;br /&gt;
Just like the humble [[Medical Doctor|Doctor]], there is no work if someone&#039;s not getting hurt; so until [[Security Officer|an officer]] or the [[Head of Security]] requires your services your main objective is to patrol the station, see where you can be helpful and bide your time until someone is murdered in [[Guide_to_Traitor#Objectives|cold-blood]] or a [[Hacking|location is broken into]], at which point you can spring to action with your trusty Forensic Scanner and guide the long arm of the Law to the right direction.&lt;br /&gt;
&lt;br /&gt;
When you&#039;ve secured yourself a set of unauthorised finger prints on something like the crisp covers of the [[High-Risk Items|Head of Security&#039;s Secret Orders]], you can take it to the Station Records terminal; often found in your office or the Bridge; you can cross-reference the [[Forensics|fingerprints/DNA found]] and what is recorded, to find who it belongs to.&lt;br /&gt;
&lt;br /&gt;
====Common Fibres====&lt;br /&gt;
&lt;br /&gt;
*Black Fibre: Black Gloves, [[Syndicate Items|Combat Gloves]]; either used by the Station&#039;s own Security or the well-equipped hostile commandos aboard the station.&lt;br /&gt;
&lt;br /&gt;
*White Fibre: Medical Gloves, often used by [[Medical Doctor|Doctors]] aboard the station or occasionally found in [[Scientist|Epistemics]]&lt;br /&gt;
&lt;br /&gt;
*Yellow Fibres: Insulated Gloves, or their budget version; found in the maintenance tunnels across the station or in [[Station Engineer|Engineering]]&lt;br /&gt;
&lt;br /&gt;
*Brown Fibres: An optional accessory from the [[Cargo Technician|Logistics]] Department&lt;br /&gt;
&lt;br /&gt;
{{Jobs Menu}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>SageistSage</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Traitor&amp;diff=2686</id>
		<title>Traitor</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Traitor&amp;diff=2686"/>
		<updated>2024-01-02T08:32:53Z</updated>

		<summary type="html">&lt;p&gt;SageistSage: Added mentions of Listening Post to Traitor Page + a note about the necessity for Communication Keys.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Job_Header&lt;br /&gt;
|department=SYNDICATE&lt;br /&gt;
|maincolor=000000&lt;br /&gt;
|secondarycolor=101010&lt;br /&gt;
|image=Traitor.gif&lt;br /&gt;
|title=Traitor&lt;br /&gt;
|difficulty=Medium to Very Hard&lt;br /&gt;
|requirements=24 hours of playtime&lt;br /&gt;
|access=Whatever your job has access to.&lt;br /&gt;
|extendedaccess=Wherever you can [[Hacking|hack]] into.&lt;br /&gt;
|supervisors=Hostile Corporations&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|duties=Kill people, steal shit, commit terrorism. Follow your objectives or make your own, don&#039;t plasma flood the station.&lt;br /&gt;
|guides=[[Guide to Traitor]], [[Syndicate Items]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Oh boy, you&#039;re a &#039;&#039;&#039;Traitor&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
Traitors are thugs, thieves, saboteurs, and other criminals sent by a shadowy organization known simply as the Syndicate. Disguised as normal crewmembers, each traitor is given a special syndicate uplink hidden in their [[PDA]] which allows them to request unique and/or powerful [[Syndicate Items|items from the Syndicate]] by inputting a special code. They&#039;re otherwise normal people though, and once the heat is on, they must rely on their wits and Syndicate gear to make it through!&lt;br /&gt;
&lt;br /&gt;
Traitors also get three or more [[Guide_to_Traitor#Objectives|Traitor Objectives]], such as assassinating specific crewmembers, stealing items such as [[Captain|the Captain&#039;s]] ID or the [[Chief Engineer|Chief Engineer&#039;s]] magboots, and becoming a [[Golemancy#The_Golems|golem]], among many others. While they&#039;re tracked, these objectives are more suggestions than anything else, and traitors are allowed to completely disregard their objectives to do whatever. &lt;br /&gt;
&lt;br /&gt;
As a traitor, you have the freedom to trick, coerce, mail, kill, and even experiment on the clueless crew of the station, within role-play reasons. [https://nyanotrasen.moe/rules.html Please be aware that being a traitor does not prevent you from being punished for breaking the rules!] If you&#039;re selected to be a traitor, you get a loud sound warning and a message in the chat box that says HEY YOU ARE A TRAITOR and opening the &#039;&#039;character&#039;&#039; menu ({{key press|C}}) allows you to see your Syndicate objectives. If you&#039;re not sure, ask in [[Administrators#How_Do_I_Contact_an_Admin?|adminhelp]] (Hotkey: {{key press|F1}}) if you&#039;re a traitor!&lt;br /&gt;
&lt;br /&gt;
== Oh god I&#039;m a traitor for the first time, help! ==&lt;br /&gt;
:&#039;&#039;Useful pages: [[Syndicate Items]], [[Guide to Traitor]]&#039;&#039;&lt;br /&gt;
Don&#039;t worry. It doesn&#039;t really matter if you don&#039;t win. Just make a valiant attempt at it. Remember, you don&#039;t have to get traitor gear right away, or ever if you don&#039;t want to, so don&#039;t get anything unless you know what you want to use it for. Nobody cares if you decide to ignore your objectives and cause a little chaos instead. Being a traitor is also a great opportunity to run gimmicks that could get you banned as a normal crewman. If the Syndicate tells you to steal a pair of optical thermal scanners and instead you kidnap the [[Captain]] and force the crew to answer trivia questions to save his life, you are not being a bad traitor at all!&lt;br /&gt;
&lt;br /&gt;
== I lost my code/objectives! ==&lt;br /&gt;
Crashed on roundstart or simply forgotten the code you need to enter into your [[PDA]] to get [[Syndicate Items]]? Use the &#039;&#039;Character&#039;&#039; menu, defaults to {{key press|C}}.&lt;br /&gt;
&lt;br /&gt;
== Who can be a traitor? ==&lt;br /&gt;
All jobs are potential traitors, &#039;&#039;&#039;except for&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
Command Staff: [[Captain]], [[Chief Engineer]], [[Mystagogue]], [[Head of Security]], [[Chief Medical Officer]], [[Logistics Officer]], [[Head of Personnel]]&amp;lt;br&amp;gt;&lt;br /&gt;
Security: [[Warden]], [[Security Officer]], [[Prison Guard]], [[Corpsman]], [[Detective]], [[Security Cadet]]&amp;lt;br&amp;gt;&lt;br /&gt;
Other: [[Cyborg]], [[Prisoner]], [[Gladiator]]&lt;br /&gt;
&lt;br /&gt;
Traitor selection happens AFTER job selection, so if you get picked as Captain, you won&#039;t be able to become a traitor. There can be multiple traitors in a single round. Traitors are randomly selected from those who ready up before roundstart. It is also possible, under certain conditions, to become a traitor upon late-joining. Not every [[Game Modes|game mode]] allows for traitors.&lt;br /&gt;
&lt;br /&gt;
Just because these roles do not spawn as traitors, does not necessarily mean that they are above the law, nor that a traitor couldn’t impersonate or be promoted to one of these roles. &#039;&#039;&#039;Using this knowledge to change how you would act In Character could get you in trouble.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Can traitors work together/kill each other?===&lt;br /&gt;
Traitors are free to team up with fellow traitors if they wish. Sometimes, it&#039;s a good idea to. Not only is being evil more fun and less stressful when you have a friend, but you can also complement each others&#039; skills and loadouts, i.e. having a fellow traitor [[Medical Doctor]] or [[Station Engineer]] get you medicine while you get tools and weapons for a heist. At the very least, you have someone who&#039;re hopefully at least somewhat inclined to help you out of a sticky situation.&lt;br /&gt;
&lt;br /&gt;
However, collaborations are quite fragile. Traitors &#039;&#039;don&#039;t know who else is a traitor&#039;&#039; by default, and it&#039;s difficult to find out who is one unless you&#039;ve seen them wielding/using [[Syndicate Items]], know their [[PDA]] has an Syndicate uplink, or you identify each other using code words.&lt;br /&gt;
&lt;br /&gt;
Your only guaranteed collaborators, should they be in the area, are any [[Listening Post Operative|Syndicate Listening Post Operatives]] in the area; on standby through the [[Syndicate Items|Syndicate Communications channel]] on your radio.&lt;br /&gt;
&lt;br /&gt;
{{Jobs Menu}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>SageistSage</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Listening_Post_Operative&amp;diff=2685</id>
		<title>Listening Post Operative</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Listening_Post_Operative&amp;diff=2685"/>
		<updated>2024-01-02T08:28:52Z</updated>

		<summary type="html">&lt;p&gt;SageistSage: updated duties to reflect that syndicates aren&amp;#039;t *guaranteed* to be on-station&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Job_Header&lt;br /&gt;
|department=SYNDICATE&lt;br /&gt;
|maincolor=000000&lt;br /&gt;
|secondarycolor=101010&lt;br /&gt;
|image=Listening Post Operative.png&lt;br /&gt;
|title=Listening Post Operative&lt;br /&gt;
|difficulty=Easy&lt;br /&gt;
|requirements=Whitelisted, 72 hours of playtime, 11.5 hours in [[Security Officer|Security]], 20 hours in [[Service Worker|Service]]&lt;br /&gt;
|access=Syndicate&lt;br /&gt;
|extendedaccess=None&lt;br /&gt;
|supervisors=Hostile Corporations&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|duties=Monitor station communications and report station activities. Assist any fellow operatives who may be aboard the station. Do not abandon your listening post or let it get captured by Nanotrasen.&lt;br /&gt;
|guides=[[Traitor]]&lt;br /&gt;
}}&lt;br /&gt;
You are a member of a four man crew for an advanced FTL-capable ministation. The Syndicate has sent you and your crew to the station to spy on Nanotrasen Operations, and to assist any Syndicate agents that may be in the area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You are explicitly forbidden from leaving your post, and may only assist through remote communications support.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Station==&lt;br /&gt;
The Listening Outpost is a highly advanced stealth station, that comes equipped with everything you will need to spy on the NT crew, as well as suitable life support equipment to last for your entire twelve hour shift until relieved by syndicate command. It is cleverly camouflaged as an asteroid, sporting a dense shell of rocky material that serves to hide its true purpose. &lt;br /&gt;
&lt;br /&gt;
Aboard the station is a suite of high-tech espionage equipment; a hot-wired communications server; medical server, voice mask and the latest of Nanotrasen-issue Stamps and in-use documents to compliment your communications requirements.&lt;br /&gt;
&lt;br /&gt;
==Your Crew==&lt;br /&gt;
You are not alone in this endeavor. In addition to your own duties, you have three fellow crew members, one of which is a second radio operator, and the other two are well trained guards. Your fellow radio operator will assist with your duties, doing whatever you two see fit for the task. &lt;br /&gt;
&lt;br /&gt;
The guards, though well trained, make for incredibly poor conversation. They are extraordinarily aggressive towards individuals who are not members of the Syndicate, and will lay down their lives to protect the outpost without any hesitation.&lt;/div&gt;</summary>
		<author><name>SageistSage</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Listening_Post_Operative&amp;diff=2684</id>
		<title>Listening Post Operative</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Listening_Post_Operative&amp;diff=2684"/>
		<updated>2024-01-02T08:26:42Z</updated>

		<summary type="html">&lt;p&gt;SageistSage: okay i thought it&amp;#039;d let me just remove the line out of the template, I linked it to Traitor now.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Job_Header&lt;br /&gt;
|department=SYNDICATE&lt;br /&gt;
|maincolor=000000&lt;br /&gt;
|secondarycolor=101010&lt;br /&gt;
|image=Listening Post Operative.png&lt;br /&gt;
|title=Listening Post Operative&lt;br /&gt;
|difficulty=Easy&lt;br /&gt;
|requirements=Whitelisted, 72 hours of playtime, 11.5 hours in [[Security Officer|Security]], 20 hours in [[Service Worker|Service]]&lt;br /&gt;
|access=Syndicate&lt;br /&gt;
|extendedaccess=None&lt;br /&gt;
|supervisors=Hostile Corporations&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|duties=Monitor station communications and report station activities. Assist any fellow operatives aboard the station. Do not abandon your listening post or let it get captured by Nanotrasen.&lt;br /&gt;
|guides=[[Traitor]]&lt;br /&gt;
}}&lt;br /&gt;
You are a member of a four man crew for an advanced FTL-capable ministation. The Syndicate has sent you and your crew to the station to spy on Nanotrasen Operations, and to assist any Syndicate agents that may be in the area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You are explicitly forbidden from leaving your post, and may only assist through remote communications support.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Station==&lt;br /&gt;
The Listening Outpost is a highly advanced stealth station, that comes equipped with everything you will need to spy on the NT crew, as well as suitable life support equipment to last for your entire twelve hour shift until relieved by syndicate command. It is cleverly camouflaged as an asteroid, sporting a dense shell of rocky material that serves to hide its true purpose. &lt;br /&gt;
&lt;br /&gt;
Aboard the station is a suite of high-tech espionage equipment; a hot-wired communications server; medical server, voice mask and the latest of Nanotrasen-issue Stamps and in-use documents to compliment your communications requirements.&lt;br /&gt;
&lt;br /&gt;
==Your Crew==&lt;br /&gt;
You are not alone in this endeavor. In addition to your own duties, you have three fellow crew members, one of which is a second radio operator, and the other two are well trained guards. Your fellow radio operator will assist with your duties, doing whatever you two see fit for the task. &lt;br /&gt;
&lt;br /&gt;
The guards, though well trained, make for incredibly poor conversation. They are extraordinarily aggressive towards individuals who are not members of the Syndicate, and will lay down their lives to protect the outpost without any hesitation.&lt;/div&gt;</summary>
		<author><name>SageistSage</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Listening_Post_Operative&amp;diff=2683</id>
		<title>Listening Post Operative</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Listening_Post_Operative&amp;diff=2683"/>
		<updated>2024-01-02T08:25:26Z</updated>

		<summary type="html">&lt;p&gt;SageistSage: Removes the &amp;quot;guides:&amp;quot; line, it&amp;#039;s not really a traditional &amp;quot;traitor&amp;quot;, there&amp;#039;s nothing like it so no real guides to link to? but it also might be worth linking it to traitor???&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Job_Header&lt;br /&gt;
|department=SYNDICATE&lt;br /&gt;
|maincolor=000000&lt;br /&gt;
|secondarycolor=101010&lt;br /&gt;
|image=Listening Post Operative.png&lt;br /&gt;
|title=Listening Post Operative&lt;br /&gt;
|difficulty=Easy&lt;br /&gt;
|requirements=Whitelisted, 72 hours of playtime, 11.5 hours in [[Security Officer|Security]], 20 hours in [[Service Worker|Service]]&lt;br /&gt;
|access=Syndicate&lt;br /&gt;
|extendedaccess=None&lt;br /&gt;
|supervisors=Hostile Corporations&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|duties=Monitor station communications and report station activities. Assist any fellow operatives aboard the station. Do not abandon your listening post or let it get captured by Nanotrasen.&lt;br /&gt;
}}&lt;br /&gt;
You are a member of a four man crew for an advanced FTL-capable ministation. The Syndicate has sent you and your crew to the station to spy on Nanotrasen Operations, and to assist any Syndicate agents that may be in the area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You are explicitly forbidden from leaving your post, and may only assist through remote communications support.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Station==&lt;br /&gt;
The Listening Outpost is a highly advanced stealth station, that comes equipped with everything you will need to spy on the NT crew, as well as suitable life support equipment to last for your entire twelve hour shift until relieved by syndicate command. It is cleverly camouflaged as an asteroid, sporting a dense shell of rocky material that serves to hide its true purpose. &lt;br /&gt;
&lt;br /&gt;
Aboard the station is a suite of high-tech espionage equipment; a hot-wired communications server; medical server, voice mask and the latest of Nanotrasen-issue Stamps and in-use documents to compliment your communications requirements.&lt;br /&gt;
&lt;br /&gt;
==Your Crew==&lt;br /&gt;
You are not alone in this endeavor. In addition to your own duties, you have three fellow crew members, one of which is a second radio operator, and the other two are well trained guards. Your fellow radio operator will assist with your duties, doing whatever you two see fit for the task. &lt;br /&gt;
&lt;br /&gt;
The guards, though well trained, make for incredibly poor conversation. They are extraordinarily aggressive towards individuals who are not members of the Syndicate, and will lay down their lives to protect the outpost without any hesitation.&lt;/div&gt;</summary>
		<author><name>SageistSage</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Listening_Post_Operative&amp;diff=2682</id>
		<title>Listening Post Operative</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Listening_Post_Operative&amp;diff=2682"/>
		<updated>2024-01-02T08:24:01Z</updated>

		<summary type="html">&lt;p&gt;SageistSage: adds &amp;quot;server&amp;quot; to the words in this page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Job_Header&lt;br /&gt;
|department=SYNDICATE&lt;br /&gt;
|maincolor=000000&lt;br /&gt;
|secondarycolor=101010&lt;br /&gt;
|image=Listening Post Operative.png&lt;br /&gt;
|title=Listening Post Operative&lt;br /&gt;
|difficulty=Easy&lt;br /&gt;
|requirements=Whitelisted, 72 hours of playtime, 11.5 hours in [[Security Officer|Security]], 20 hours in [[Service Worker|Service]]&lt;br /&gt;
|access=Syndicate&lt;br /&gt;
|extendedaccess=None&lt;br /&gt;
|supervisors=Hostile Corporations&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|duties=Monitor station communications and report station activities. Assist any fellow operatives aboard the station. Do not abandon your listening post or let it get captured by Nanotrasen.&lt;br /&gt;
|guides=This is the guide&lt;br /&gt;
}}&lt;br /&gt;
You are a member of a four man crew for an advanced FTL-capable ministation. The Syndicate has sent you and your crew to the station to spy on Nanotrasen Operations, and to assist any Syndicate agents that may be in the area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You are explicitly forbidden from leaving your post, and may only assist through remote communications support.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Station==&lt;br /&gt;
The Listening Outpost is a highly advanced stealth station, that comes equipped with everything you will need to spy on the NT crew, as well as suitable life support equipment to last for your entire twelve hour shift until relieved by syndicate command. It is cleverly camouflaged as an asteroid, sporting a dense shell of rocky material that serves to hide its true purpose. &lt;br /&gt;
&lt;br /&gt;
Aboard the station is a suite of high-tech espionage equipment; a hot-wired communications server; medical server, voice mask and the latest of Nanotrasen-issue Stamps and in-use documents to compliment your communications requirements.&lt;br /&gt;
&lt;br /&gt;
==Your Crew==&lt;br /&gt;
You are not alone in this endeavor. In addition to your own duties, you have three fellow crew members, one of which is a second radio operator, and the other two are well trained guards. Your fellow radio operator will assist with your duties, doing whatever you two see fit for the task. &lt;br /&gt;
&lt;br /&gt;
The guards, though well trained, make for incredibly poor conversation. They are extraordinarily aggressive towards individuals who are not members of the Syndicate, and will lay down their lives to protect the outpost without any hesitation.&lt;/div&gt;</summary>
		<author><name>SageistSage</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Listening_Post_Operative&amp;diff=2666</id>
		<title>Listening Post Operative</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Listening_Post_Operative&amp;diff=2666"/>
		<updated>2024-01-01T18:00:24Z</updated>

		<summary type="html">&lt;p&gt;SageistSage: Extends the Syndie Outpost page a little.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Job_Header&lt;br /&gt;
|department=SYNDICATE&lt;br /&gt;
|maincolor=000000&lt;br /&gt;
|secondarycolor=101010&lt;br /&gt;
|image=SyndicateHeadset.png&lt;br /&gt;
|title=Listening Outpost&lt;br /&gt;
|difficulty=Easy&lt;br /&gt;
|requirements=Whitelisted, 72 hours of total playtime, 11.5 hours of Security, 20 hours of any Job.&lt;br /&gt;
|access=Syndicate&lt;br /&gt;
|extendedaccess=The entire station Comms Network&lt;br /&gt;
|supervisors=Hostile Corporations&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|duties=Monitor and report station activities, assist any fellow operatives who may be aboard the station. &#039;&#039;&#039;DO NOT ABANDON YOUR STATION OR PERMIT IT TO FALL INTO NT&#039;S HANDS&#039;&#039;&#039;&lt;br /&gt;
|guides=This is the guide&lt;br /&gt;
}}&lt;br /&gt;
You are a member of a four man crew for an advanced FTL-capable ministation. The Syndicate has sent you and your crew to the station to spy on Nanotrasen Operations, and to assist any Syndicate agents that may be in the area.&lt;br /&gt;
&lt;br /&gt;
You are explicitly forbidden from leaving your post, and may only assist through remote communications support. &lt;br /&gt;
&lt;br /&gt;
==The Station==&lt;br /&gt;
The Listening Outpost is a highly advanced stealth station, that comes equipped with everything you will need to spy on the NT crew, as well as suitable life support equipment to last for your entire twelve hour shift until relieved by syndicate command. It is cleverly camouflaged as an asteroid, sporting a dense shell of rocky material that serves to hide its true purpose. &lt;br /&gt;
&lt;br /&gt;
Aboard the station is a suite of high-tech espionage equipment; a hot-wired communications; medical server, voice mask and the latest of Nanotrasen-issue Stamps and in-use documents to compliment your communications requirements.&lt;br /&gt;
&lt;br /&gt;
==Your Crew==&lt;br /&gt;
You are not alone in this endeavor. In addition to your own duties, you have three fellow crew members, one of which is a second radio operator, and the other two are well trained guards. Your fellow radio operator will assist with your duties, doing whatever you two see fit for the task. &lt;br /&gt;
&lt;br /&gt;
The guards, though well trained, make for incredibly poor conversation. They are extraordinarily aggressive towards individuals who are not members of the Syndicate, and will lay down their lives to protect the outpost without any hesitation.&lt;/div&gt;</summary>
		<author><name>SageistSage</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Syndicate_Items&amp;diff=2665</id>
		<title>Syndicate Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Syndicate_Items&amp;diff=2665"/>
		<updated>2024-01-01T17:56:46Z</updated>

		<summary type="html">&lt;p&gt;SageistSage: adds syndie listening post link to the syndie encryption key&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
To help them achieve their objectives, some [[Antagonist|antagonists]] including [[Traitor|traitors]] and [[Nuclear_Operative|nuclear operatives]] have access to an uplink from which they can purchase all sorts of illegal goodies from [[Syndicate|The Syndicate]]. Some items are only available when playing certain [[Jobs|jobs]]. The shop interface is divided into categories.&lt;br /&gt;
&lt;br /&gt;
This is a hopefully comprehensive list of all the items [[Traitor|Traitors]] and [[Nuclear Operative|Nuclear Operatives]] can obtain through their &#039;&#039;&#039;uplink&#039;&#039;&#039; by paying &#039;&#039;&#039;Telecrystals&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
= Syndicate Items =&lt;br /&gt;
This section contains all the items a Traitor can buy, with items available to nuclear operatives marked by a green &amp;quot;Yes&amp;quot; in the &amp;quot;Ops?&amp;quot; column.&lt;br /&gt;
&lt;br /&gt;
== Uplink ==&lt;br /&gt;
[[File:Traitor.png]] Traitors have [[File:PDAAssistant.png]] their [[PDA]] as uplink, which is unlockable using the code received at roundstart in the ringtone program.&lt;br /&gt;
&lt;br /&gt;
For more in depth information about the weapons, refer to the [[Weapons|weapons list]].&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:5%; padding:5px;&amp;quot; | &amp;lt;abbr title=&amp;quot;Can Nuclear operatives order this item?&amp;quot;&amp;gt;Ops?&amp;lt;/abbr&amp;gt;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:5%; padding:5px;&amp;quot; | &#039;&#039;&#039;Icon&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width:15%; padding:5px;&amp;quot; | &#039;&#039;&#039;Item&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width:2.5%; padding:5px;&amp;quot; | &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:72.5%; padding:5px;&amp;quot; | &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:Viper.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Viper&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 3&lt;br /&gt;
 | A small, easily concealable, but somewhat underpowered gun. Retrofitted with a fully automatic receiver. Uses pistol magazines (.35 auto).&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:Python.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Python&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 8&lt;br /&gt;
 | A brutally simple, effective, and loud Syndicate revolver. Comes loaded with armor-piercing rounds. Uses .45 magnum.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:Cobra.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Cobra&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 4&lt;br /&gt;
 | A rugged, robust operator handgun with inbuilt silencer. Uses pistol magazines (.25 caseless).&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:Kardashev-Mosin.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Surplus Rifle&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
 | A bolt action service rifle that has seen many wars. Not modern by any standard, hand loaded, and terrible recoil, but it is cheap.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:EnergySword.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Energy Sword&#039;&#039;&#039;{{anchor|esword}}&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 8&lt;br /&gt;
 | A very dangerous energy sword. Can be stored in pockets when turned off. Makes a lot of noise when used or turned on. You have a decent chance of reflecting projectiles with it when turned on. For best results, combine it with a way to stun, slow, or otherwise disable your targets; remember that if it&#039;s knocked out of your hands, you can very easily be on the receiving end.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:EnergyDagger.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Energy Dagger&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 2&lt;br /&gt;
 | A small energy blade conveniently disguised in the form of a pen. It&#039;s better than most improvised weapons, very cheap, and easily concealable, especially in your PDA. A nice fallback in case your injured target manages to disarm you of your primary weapon. &lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:Gloves of the North Star.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Gloves of the North Star&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 8&lt;br /&gt;
 | A pair of gloves that reduce your punching cooldown drastically, allowing you to beat people to death in a flurry of punches. ATATATATATA.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:ToolboxYellow.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Disposable Ballistic Turret&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 8&lt;br /&gt;
 | Looks and functions like a normal electrical toolbox. Upon hitting the toolbox it will transform into a ballistic turret, theoretically shooting at anyone except members of the syndicate. Can be turned back into a toolbox using a screwdriver and repaired using a wrench.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:Kanabou.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Kanabou&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 10&lt;br /&gt;
 | &#039;&#039;&#039;(Oni only)&#039;&#039;&#039;&amp;lt;br&amp;gt;A weapon for those who wish to forgo subtlety. Particularly suited to Oni.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ammo ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:5%; padding:5px;&amp;quot; | &amp;lt;abbr title=&amp;quot;Can Nuclear operatives order this item?&amp;quot;&amp;gt;Ops?&amp;lt;/abbr&amp;gt;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:5%; padding:5px;&amp;quot; | &#039;&#039;&#039;Icon&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width:15%; padding:5px;&amp;quot; | &#039;&#039;&#039;Item&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width:2.5%; padding:5px;&amp;quot; | &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:72.5%; padding:5px;&amp;quot; | &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:Pistol35Mag.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Pistol Magazine (.35 auto)&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
 | istol magazine with 10 catridges. Compatible with the Viper.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:SMG35Mag.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;SMG magazine (.35 auto)&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 3&lt;br /&gt;
 | &#039;&#039;&#039;(Nuclear Operative only)&#039;&#039;&#039;&amp;lt;br&amp;gt;Rifle magazine with 30 catridges. Compatible with C-20r.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:Pistol25Mag.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Pistol Magazine (.25 caseless)&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
 | Pistol magazine with 10 catridges. Compatible with the Cobra.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:SpeedLoader45.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Speedloader (.45 magnum)&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 2&lt;br /&gt;
 | Revolver speedloader with 6 armor-piercing catridges, capable of ignoring armor entirely. Compatible with the Python.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:BoxClean.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Ammunition box (.30 rifle)&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
 | A box of 50 cartridges for the surplus rifle.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:BoxClean.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Ammunition box (.60 antimateriel)&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 2&lt;br /&gt;
 | A box of 10 cartridges for the Hristov sniper rifle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Explosives ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:5%; padding:5px;&amp;quot; | &amp;lt;abbr title=&amp;quot;Can Nuclear operatives order this item?&amp;quot;&amp;gt;Ops?&amp;lt;/abbr&amp;gt;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:5%; padding:5px;&amp;quot; | &#039;&#039;&#039;Icon&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width:15%; padding:5px;&amp;quot; | &#039;&#039;&#039;Item&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width:2.5%; padding:5px;&amp;quot; | &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:72.5%; padding:5px;&amp;quot; | &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:Explosive Grenade.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Explosive Grenade&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 4&lt;br /&gt;
 | A simplistic grenade with a three-and-a-half-second long fuse that is geared towards injuring personnel. Causes minimal hull damage.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:Flashbang.png|64px|]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Flashbang&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
 | A standard-issue flashbang, capable of blinding and slowing down anyone without proper protection. This, of course, includes you; make sure you&#039;re properly equipped before using it.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:Syndicate minibomb.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Minibomb&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 6&lt;br /&gt;
 | A low-yield, high-impact precision sabotage explosive with a five-second long fuse. Perfect for quickly destroying a machine, dead body, or whatever else needs to go.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:Supermatter Grenade.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Supermatter Grenade&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 6&lt;br /&gt;
 | Grenade that simulates delamination of a suppermatter engine, generates powerful gravity well. Explosion comparable to a Mini Bomb.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:Whitehole Grenade.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Whitehole Grenade&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 3&lt;br /&gt;
 | Grenade that repulses everything around for about 10 seconds. Very useful in small rooms and for chasing someone.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:Grenade Penguin.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Grenade Penguin&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 5&lt;br /&gt;
 | A small, highly-aggressive penguin with a grenade strapped around its neck. Harvested by the Syndicate from icy shit-hole planets.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:C4.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;C-4&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 2&lt;br /&gt;
 | This stick of explosives can detonate and destroy almost anything it is placed on, after any chosen amount of seconds (the shortest being 10). Use it in hand to set the timer, then use it on what you want to attach it to; it takes 3 seconds to set up, and requires you to be un-interrupted. You can also attach a signaler to remotely detonate at will, among other things. Can also be used as a pseudo grenade by activating it in your hand and throwing it.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:MilitaryWebbing.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Grenadier Chest Rig&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 12&lt;br /&gt;
 | &#039;&#039;&#039;(Nuclear Operative only)&#039;&#039;&#039;&amp;lt;br&amp;gt;All you need for a loud party: 4 explosive grenades, 2 EMP grenades and 2 minibombs in a chest rig. 34 TC worth of grenades  for only a third of the price.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:C4Bundle.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Syndicate C-4 Bundle&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 12&lt;br /&gt;
 | A large red and black dufflebag that contains 8 C-4 explosives. It&#039;s cheaper to buy in bulk than individually if you know you&#039;ll need a lot of C4, and can handle toting the bag around. &lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:EMP Grenade.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;EMP Grenade&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 2&lt;br /&gt;
 | A grenade designed to disrupt electronic systems. Useful for disrupting communications, security&#039;s energy weapons, and APCs when you&#039;re in a tight spot.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:Pen.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Exploding Pen&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 5&lt;br /&gt;
 | A class IV explosive device contained within a standard pen. Comes with a 4 second fuse. This is mostly meant to trick people trying to check if the pen is a, energy dagger.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:Syndicate Bomb.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Syndicate Bomb&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 11&lt;br /&gt;
 | A big, anchored bomb that can create a huge explosion if not defused in time. Useful as a distraction. Has an adjustable timer with a minimum setting of 120 seconds.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:Smoke Grenade.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
 | A grenade that releases a huge cloud of smoke, perfect for killing someone in the shadows or making a sneaky getaway.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:Cluster Grenade.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Cluster Grenade&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 8&lt;br /&gt;
 | Three explosive grenades bundled together, the grenades get launched after the 3.5 second timer runs out.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:Incendiary Grenade.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Incendiary Grenade&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 4&lt;br /&gt;
 | Releases a spray of incendiary fragments, igniting anyone near the detonation area.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:Shrapnel Grenade.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Shrapnel Grenade&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 4&lt;br /&gt;
 | Launches a spray of sharp fragments dealing great damage against unarmored targets.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:5%; padding:5px;&amp;quot; | &amp;lt;abbr title=&amp;quot;Can Nuclear operatives order this item?&amp;quot;&amp;gt;Ops?&amp;lt;/abbr&amp;gt;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:5%; padding:5px;&amp;quot; | &#039;&#039;&#039;Icon&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width:15%; padding:5px;&amp;quot; | &#039;&#039;&#039;Item&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width:2.5%; padding:5px;&amp;quot; | &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:72.5%; padding:5px;&amp;quot; | &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#5a0000; text-align:center;&amp;quot; | No&lt;br /&gt;
 ! [[File:BoxClean.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Holoparasite Kit&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 14&lt;br /&gt;
 | The pride and joy of Cybersun. Contains an injector that hosts a sentient metaphysical guardian made of hard light which resides in the user&#039;s body when not active. The guardian can punch rapidly and is immune to hazardous environments while being resistant to direct trauma, but shares any damage it takes with the user.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:SyndicateShoulderHolster.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Syndicate Shoulder Holster&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
 | A deep shoulder holster capable of holding many types of ballistics, has 60 storage units.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:Emag.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Emag&#039;&#039;&#039;{{anchor|emag}}&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 8&lt;br /&gt;
 | This sophisticated piece of equipment allows you to quite literally open anything: lockers, crates, doors (so long as they aren&#039;t welded shut) and other things. It can bolt open doors or grant dispensers extra options. Holds 3 charges that recharges over time.&lt;br /&gt;
&lt;br /&gt;
However, the affected machinery will, almost always, be broken permanently and while this can have the desired effect, it also leaves a trail for people to follow (mostly doors). Emagging something is also fairly noticeable, so you should make sure nobody&#039;s watching.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:BlankID.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Agent ID Card&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 3&lt;br /&gt;
 | A passenger ID card that can copy accesses from other cards and change its name and job title at-will. Using it will prompt you to set a name and job assignment. It starts with maintenance access and can be upgraded at an ID computer or by simply swiping other cards with it. You can also change how it looks like to match your newly acquired job.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:JetpackBlack.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Black Jetpack&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 2&lt;br /&gt;
 | A black jetpack. It allows you to fly around in space. Refills not included, use your fuel wisely.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#5a0000; text-align:center;&amp;quot; | No&lt;br /&gt;
 ! [[File:OldRadio.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Reinforcement Teleporter&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 16&lt;br /&gt;
 | An item that, upon activation, creates a ghost role of a budget syndicate agent; they have a knife, a viper, look like an operative and will do your bidding till their death.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:OldRadio.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Reinforcement Teleporter&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 16&lt;br /&gt;
 | &#039;&#039;&#039;(Nuclear Operative only)&#039;&#039;&#039;&amp;lt;br&amp;gt;A special version specifically for the Nuclear Operative agents. Upon activation, creates a ghost role of a nuclear operative agent; they have a knife, a viper, look like an operative and are supposedly more trained.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:OldRadio.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Monkey Reinforcement Teleporter&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 8&lt;br /&gt;
 | Call in a trained monkey to assist you. Comes with a single syndicate cigarette.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:StealthBox.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Stealth Box&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 5&lt;br /&gt;
 | A box outfitted with stealth technology, sneak around with this and don&#039;t move too fast now!&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:SyndicateHeadset.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Syndicate Overear-Headset&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
 | A headset that allows you to communicate with other syndicate operatives. Has 4 slots for encryption keys.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:SyndicateEncryptkey.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Syndicate Encryption Keys&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 2&lt;br /&gt;
 | Two encryption keys for access to the secret frequency of our special agents, [[Listening Outpost|on-station or off-station]]. Give the spare to a friend, but make sure it doesn&#039;t fall into enemy hands.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:BinaryEncryptkey.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Binary Translator Key&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 4&lt;br /&gt;
 | Lets you tap into the silicons&#039; binary channel. Don&#039;t talk on it though, at least not without a voice mask.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:Pen.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Hypopen&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 6&lt;br /&gt;
 | A chemical hypospray disguised as a pen, capable of instantly injecting up to 10u of reagents. Fits into your [[PDA]]. Starts empty.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:GasMask.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Voice Mask&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 2&lt;br /&gt;
 | A gas mask that lets you adjust your voice to whoever you can think of. Also utilizes cutting-edge chameleon technology. Works very well with the agent ID.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:RadioJammer.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Radio Jammer&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 4&lt;br /&gt;
 | This device will disrupt any nearby outgoing radio communication when activated.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:Cheese Radio.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Mouse Operative Reinforcement Teleporter&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 3&lt;br /&gt;
 | Calls in a specially trained mouse operative to assist you.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:Hypodart.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Hypodart&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 2&lt;br /&gt;
 | A seemingly unremarkable dart with an enlarged reservoir for chemicals. It can store up to 7u reagents in itself, and instantly inject when it hits the target. Starts empty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:5%; padding:5px;&amp;quot; | &amp;lt;abbr title=&amp;quot;Can Nuclear operatives order this item?&amp;quot;&amp;gt;Ops?&amp;lt;/abbr&amp;gt;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:5%; padding:5px;&amp;quot; | &#039;&#039;&#039;Icon&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width:15%; padding:5px;&amp;quot; | &#039;&#039;&#039;Item&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width:2.5%; padding:5px;&amp;quot; | &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:72.5%; padding:5px;&amp;quot; | &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:ToolboxSyndicate.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Suspicious Toolbox&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 2&lt;br /&gt;
 | A full compliment of tools for the mechanically inclined traitor. Includes a pair of insulated combat gloves, syndicate gas mask and a utility belt.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:SyndieJawsOfLife.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Syndicate Jaws of Life&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 2&lt;br /&gt;
 | A combined prying and cutting tool. Useful for entering the station or its departments.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:C4Bundle.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Syndicate Surgical Duffel Bag&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 4&lt;br /&gt;
 | A large duffel bag containing a full set of advanced surgical tools. Surgery just a week away.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:PowerSink.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Power Sink&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 8&lt;br /&gt;
 | Drains immense amounts of electricity from the grid. Use wrench to connect it to wires. Requires an HV wire to attach to. Explodes after a long while of sucking up power.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#5a0000; text-align:center;&amp;quot; | No&lt;br /&gt;
 ! [[File:DehydratedSpaceCarp.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Dehydrated Space Carp&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 2&lt;br /&gt;
 | Looks like a plush toy carp, just add water and it becomes a real-life space carp!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:5%; padding:5px;&amp;quot; | &amp;lt;abbr title=&amp;quot;Can Nuclear operatives order this item?&amp;quot;&amp;gt;Ops?&amp;lt;/abbr&amp;gt;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:5%; padding:5px;&amp;quot; | &#039;&#039;&#039;Icon&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width:15%; padding:5px;&amp;quot; | &#039;&#039;&#039;Item&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width:2.5%; padding:5px;&amp;quot; | &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:72.5%; padding:5px;&amp;quot; | &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:ChameleonKit.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Chameleon Kit&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 4&lt;br /&gt;
 | A backpack full of items that contain chameleon technology allowing you to disguise as pretty much anything on the station, and more! Interact with each pieces of clothing to change each pieces. The mask is a voice mask, which allows you to change your voice identity  (great in combination with the Agent ID!). Extremely useful for infiltration.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:BlackShoe.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;No-Slip Shoes&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 2&lt;br /&gt;
 | These protect you from slips while looking like your average normal shoes. You have the ability to change their look to any kind of shoes.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:BlackGloves.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Thieving Gloves&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 4&lt;br /&gt;
 | Discretely steal from pockets and increase your thieving technique with these fancy new gloves, all while looking like normal gloves!&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:WebVest.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Web Vest&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 3&lt;br /&gt;
 | A synthetic armor vest. Looks almost like a kevlar vest but protects you more, and has 10u of item storage.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:SyndicateHardsuit.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Syndicate Hardsuit Bundle&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 8&lt;br /&gt;
 | The Syndicate&#039;s well known armored blood red hardsuit, capable of space walks and bullet resistant.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:BloodredMagboots.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Blood-Red Magboots&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 4&lt;br /&gt;
 | A pair of Syndicate brand magboots. Allows you to walk with gravity in places without gravity.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:SyndieEVA.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Syndicate EVA Bundle&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 2&lt;br /&gt;
 | A bundle containing the Syndicate EVA suit. To be used in emergency at it paints you as a Syndicate while not really helping you much.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:JuggernautSuit.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Cybersun Juggernaut Suit&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 12&lt;br /&gt;
 | Hyper resilient armor made of materials tested in the Tau chromosphere facility. The only thing that&#039;s going to be slowing you down is this suit... and tasers.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:SyndicateCrate.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Syndicate Samurai Crate&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 6&lt;br /&gt;
 | &#039;&#039;&#039;(Oni only)&#039;&#039;&#039;&amp;lt;br&amp;gt;Contains a modern replica of a full Tousei-Gusoku set.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bundles ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:5%; padding:5px;&amp;quot; | &amp;lt;abbr title=&amp;quot;Can Nuclear operatives order this item?&amp;quot;&amp;gt;Ops?&amp;lt;/abbr&amp;gt;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:5%; padding:5px;&amp;quot; | &#039;&#039;&#039;Icon&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width:15%; padding:5px;&amp;quot; | &#039;&#039;&#039;Item&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width:2.5%; padding:5px;&amp;quot; | &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:72.5%; padding:5px;&amp;quot; | &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:BoxClean.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Electrical Disruptor Kit&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 6&lt;br /&gt;
 | The ultimate reversal on energy-based weaponry: Disables disablers, stuns stunbatons, discharges laser guns! Contains 3 EMP grenades and an EMP implanter. Note: Does not disrupt actual firearms.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:C4Bundle.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Ammo Bundle&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 15&lt;br /&gt;
 | &#039;&#039;&#039;(Nuclear Operative only)&#039;&#039;&#039;&amp;lt;br&amp;gt;Reloading! Contains 4 magazines for the C-20r, 4 drums for the Bulldog, and 2 ammo boxes for the L6 SAW.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:C4Bundle.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Medical Bundle&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 20&lt;br /&gt;
 | &#039;&#039;&#039;(Nuclear Operative only)&#039;&#039;&#039;&amp;lt;br&amp;gt;All you need to get your comrades back in the fight: mainly a combat medkit, a defibrillator and three combat medipens.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:Hristov.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Sniper Bundle&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 12&lt;br /&gt;
 | An inconspicuous briefcase that contains a Hristov, 10 spare bullets and a convenient disguise.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:C-20r.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;C-20r Bundle&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 17&lt;br /&gt;
 | Old faithful: The classic C-20r Submachine Gun, bundled with three magazines.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:Bulldog.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Bulldog Bundle&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 20&lt;br /&gt;
 | Lean and mean: Contains the popular Bulldog Shotgun, a 12g beanbag drum and three 12g buckshot drums.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:China-Lake.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;China-Lake Bundle&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 25&lt;br /&gt;
 | An old China-Lake grenade launcher bundled with 11 rounds of various destruction capability.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:L6 SAW.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;L6 Saw Bundle&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 30&lt;br /&gt;
 | More dakka: The iconic L6 light machine gun, bundled with 2 box magazines.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:ZombieBundle.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Syndicate Zombie Bundle&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 40&lt;br /&gt;
 | &#039;&#039;&#039;(Nuclear Operative only)&#039;&#039;&#039;&amp;lt;br&amp;gt;An all-in-one kit for unleashing the undead upon a station.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#5a0000; text-align:center;&amp;quot; | No&lt;br /&gt;
 ! [[File:SyndicateCrate.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Surplus Crate&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 20&lt;br /&gt;
 | Contains 50 telecrystals worth of completely random Syndicate items. It can be useless junk or really good.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#5a0000; text-align:center;&amp;quot; | No&lt;br /&gt;
 ! [[File:SyndicateCrate.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Super Surplus Crate&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 40&lt;br /&gt;
 | Contains 125 telecrystals worth of completely random Syndicate items.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:BoxVials.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Chemical Synthesis Kit&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 4&lt;br /&gt;
 | A starter kit for the aspiring chemist, includes toxin and vestine for all your criminal needs! Contains 2 beakers, a dropper, chemical glasses, 2 vestine vial, 1 empty vial and a syringe with stimulants.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Implants ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:5%; padding:5px;&amp;quot; | &amp;lt;abbr title=&amp;quot;Can Nuclear operatives order this item?&amp;quot;&amp;gt;Ops?&amp;lt;/abbr&amp;gt;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:5%; padding:5px;&amp;quot; | &#039;&#039;&#039;Icon&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width:15%; padding:5px;&amp;quot; | &#039;&#039;&#039;Item&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width:2.5%; padding:5px;&amp;quot; | &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:72.5%; padding:5px;&amp;quot; | &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#5a0000; text-align:center;&amp;quot; | No&lt;br /&gt;
 ! [[File:Backpack.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Storage Implanter&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 8&lt;br /&gt;
 | Hide goodies inside of yourself with new bluespace technology!&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:FreedomImplanter.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Freedom Implanter&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 5&lt;br /&gt;
 | Get away from those nasty sec officers with this three use implant!&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:MacrobombImplanter.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Micro Bomb Implanter&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 2&lt;br /&gt;
 | &#039;&#039;&#039;(Nuclear Operative only)&#039;&#039;&#039;&amp;lt;br&amp;gt;Explode on death or manual activation with this implant. Destroys the body with all equipment.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#5a0000; text-align:center;&amp;quot; | No&lt;br /&gt;
 ! [[File:DNAScramblerImplanter.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;DNA Scrambler Implanter&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 10&lt;br /&gt;
 | A single use implant that can be activated to modify your DNA and give you a completely new look, also has the function of undoing the change. Unable to scramble already scrambled DNA.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:EMPImplanter.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;EMP Implanter&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 3&lt;br /&gt;
 | Detonates a small EMP pulse on activation that drains nearby electronics of their power, can be used three times before the internal battery runs out.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:MacrobombImplanter.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Macro Bomb Implanter&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 20&lt;br /&gt;
 | &#039;&#039;&#039;(Nuclear Operative only)&#039;&#039;&#039;&amp;lt;br&amp;gt;Inject this and on death you&#039;ll create a large explosion. Huge team casualty cost, use at own risk. Replaces internal micro bomb.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#5a0000; text-align:center;&amp;quot; | No&lt;br /&gt;
 ! [[File:OldRadio.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | {{anchor|Uplink Implanter}}&#039;&#039;&#039;Uplink Implanter&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 4&lt;br /&gt;
 | Stealthily order equipment without the need for a PDA. Swallow telecrystals to top up the uplink.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:BoxClean.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Box of Deathrattle Implants&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 4&lt;br /&gt;
 | &#039;&#039;&#039;(Nuclear Operative only)&#039;&#039;&#039;&amp;lt;br&amp;gt;A box containing enough deathrattle implants for the whole squad. Relays a message containing your position to the syndicate channel when you go into a critical state or die.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:BoxClean.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Bionic Syrinx Implanter&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 2&lt;br /&gt;
 | &#039;&#039;&#039;(Harpy only)&#039;&#039;&#039;&amp;lt;br&amp;gt;An implant that enhances a harpy&#039;s natural talent for mimicry to let you adjust your voice to whoever you can think of.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:DeathAcidifier.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Death Acidifier Implant&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 2&lt;br /&gt;
 | Completely melts the user and their equipment on use or death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Job ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #FF4136;&amp;quot;&amp;gt;&#039;&#039;&#039;No item available for nuclear operatives, they &amp;lt;s&amp;gt;do it for free&amp;lt;/s&amp;gt; don&#039;t have jobs!&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:5%; padding:5px;&amp;quot; | &#039;&#039;&#039;Role&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:5%; padding:5px;&amp;quot; | &#039;&#039;&#039;Icon&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width:15%; padding:5px;&amp;quot; | &#039;&#039;&#039;Item&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width:2.5%; padding:5px;&amp;quot; | &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:72.5%; padding:5px;&amp;quot; | &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | [[File:Botanist.png]]&amp;lt;br&amp;gt;[[Botanist]]&lt;br /&gt;
 ! [[File:GatfruitSeeds.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Packet of Gatfruit Seeds&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 6&lt;br /&gt;
 | A packet of seeds that grow into Gatfruit, said Gatfruit just so happens to have a .45 magnum &amp;quot;Predator&amp;quot; inside of it.&lt;br /&gt;
|-&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | [[File:Passenger.png]]&amp;lt;br&amp;gt;[[Passenger]]&lt;br /&gt;
 ! [[File:BoxingGlovesBlue.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Rigged Boxing Gloves&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 8&lt;br /&gt;
 | Float like a butterfly, sting like a bee. Pretend to have a friendly spar and then beat the hell out of someone.&lt;br /&gt;
|-&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | [[File:Boxer.png]]&amp;lt;br&amp;gt;[[Boxer]]&lt;br /&gt;
 ! [[File:BoxingGlovesBlue.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Rigged Boxing Gloves&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 5&lt;br /&gt;
 | Float like a butterfly, sting like a bee. Pretend to have a friendly spar and then beat the hell out of someone.&lt;br /&gt;
|-&lt;br /&gt;
 ! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[File:Chaplain.png]]&amp;lt;br&amp;gt;[[Chaplain]]&lt;br /&gt;
 ! [[File:Necromonicon.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Necronomicon&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 4&lt;br /&gt;
 | An unholy book capable of summoning a demonic familiar.&lt;br /&gt;
|-&lt;br /&gt;
 ! [[File:HolyHandGrenade.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Holy Hand Grenade&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 20&lt;br /&gt;
 | O Lord, bless this thy hand grenade, that with it thou mayst blow thine enemies to tiny bits, in thy mercy.&lt;br /&gt;
|-&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | [[File:Clown.png]]&amp;lt;br&amp;gt;[[Clown]]&amp;lt;br&amp;gt;[[File:Mime.png]]&amp;lt;br&amp;gt;[[Mime]]&lt;br /&gt;
 ! [[File:CapGunToy.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Fake Cap Gun&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 9&lt;br /&gt;
 | Fool your enemy! It can use both cap and magnum bullets. Comes loaded with magnum bullets.&lt;br /&gt;
|-&lt;br /&gt;
 ! rowspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[File:Clown.png]]&amp;lt;br&amp;gt;[[Clown]]&lt;br /&gt;
 ! [[File:Banana Peel.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Explosive Banana Peel&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 2&lt;br /&gt;
 | A normal looking banana peel that explode when someone slips on it.&lt;br /&gt;
|-&lt;br /&gt;
 ! [[File:Banana Peel.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Cluster Banana&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 6&lt;br /&gt;
 | Splits into 6 explosive banana peels after being thrown, the peels detonate automatically after 20 seconds if nobody slips on them.&lt;br /&gt;
|-&lt;br /&gt;
 ! [[File:BoxHug.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Holoclown Kit&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 12&lt;br /&gt;
 | A joint venture between Cybersun and Honk.co. Contains an injector that hosts a sentient metaphysical clown made of hard light which resides in the user&#039;s body when not active. The holoclown has pockets to store things, a hardlight hand it can manipulate the environment with and is immune to hazardous environments while being resistant to direct trauma, but shares any damage it takes with the user.&lt;br /&gt;
|-&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | [[File:Chef.png]]&amp;lt;br&amp;gt;[[Chef]]&amp;lt;br&amp;gt;[[File:Botanist.png]]&amp;lt;br&amp;gt;[[Botanist]]&amp;lt;br&amp;gt;[[File:Clown.png]]&amp;lt;br&amp;gt;[[Clown]]&amp;lt;br&amp;gt;[[File:Mime.png]]&amp;lt;br&amp;gt;[[Mime]]&lt;br /&gt;
 ! [[File:Potato.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Hot Potato&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 4&lt;br /&gt;
 | Once activated, this time bomb can&#039;t be dropped - only passed to someone else!&lt;br /&gt;
|-&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | [[File:Scientist.png]]&amp;lt;br&amp;gt;[[Scientist]]&lt;br /&gt;
 ! [[File:CHIMP Upgrade Chip.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;C.H.I.M.P. Handcannon Upgrade Chip&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 4&lt;br /&gt;
 | Insert this chip into a standard C.H.I.M.P. handcannon to allow it to fire omega particles. Omega particles inflict severe burns and cause anomalies to go supercritical.&lt;br /&gt;
|-&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | [[File:Janitor.png]]&amp;lt;br&amp;gt;[[Janitor]]&lt;br /&gt;
 ! [[File:Wet Floor Sign.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Proximity Mine&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 5&lt;br /&gt;
 | A mine disguised as a wet floor sign.&lt;br /&gt;
|-&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | [[File:Zookeeper.png]]&amp;lt;br&amp;gt;[[Zookeeper]]&amp;lt;br&amp;gt;[[File:Scientist.png]]&amp;lt;br&amp;gt;[[Scientist]]&amp;lt;br&amp;gt;[[File:Chef.png]]&amp;lt;br&amp;gt;[[Chef]]&lt;br /&gt;
 ! [[File:Monkey Cube Box.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Syndicate Sponge Box&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 7&lt;br /&gt;
 | A box containing 6 syndicate sponges disguised as monkey cubes, these cubes turn into a variety of angry wildlife after coming into contact with water.&lt;br /&gt;
|-&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | [[File:Musician.png]]&amp;lt;br&amp;gt;[[Musician]]&lt;br /&gt;
 ! [[File:Rickenbacker4001.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Rickenbacker 4001&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 10&lt;br /&gt;
 | &amp;lt;br&amp;gt;When it comes down to it, there are very few people who will swing the bat.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:5%; padding:5px;&amp;quot; | &amp;lt;abbr title=&amp;quot;Can Nuclear operatives order this item?&amp;quot;&amp;gt;Ops?&amp;lt;/abbr&amp;gt;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:5%; padding:5px;&amp;quot; | &#039;&#039;&#039;Icon&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width:15%; padding:5px;&amp;quot; | &#039;&#039;&#039;Item&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width:2.5%; padding:5px;&amp;quot; | &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:72.5%; padding:5px;&amp;quot; | &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:CybersunPen.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Cybersun Pen&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
 | A cybersun pen is an all-in-one pen, melee weapon, pickaxe, screwdriver and fountain pen competition.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:Nuclear Authentication Disk.gif|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Fake Nuclear Disk&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
 | A fake nuclear disk. It has the same look and description as the real nuclear disk. Can only be identified by the nuke, appraising it or the pinpointer not pointing at it.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:SyndieSmokes.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Syndicate Smokes Packet&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 2&lt;br /&gt;
 | A pack of 6 cigarettes infused with omnizine, which will heal you upon smoking them.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:EnergyShield.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Energy Shield&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 6&lt;br /&gt;
 | Exotic energy shield that reflects almost all laser beams, as well as a little protection from bullets and other physical attacks.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:SyndieSoap.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Syndicate Soap&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
 | An untrustworthy bar of soap. Smells of fear. A bar of soap with a high launching distance and a long stun duration.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:Lantern.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Extra-Bright Lantern&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 2&lt;br /&gt;
 | It can be used to blind people like a flash. Has 15 uses.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:Bottle.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Nocturine Bottle&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 6&lt;br /&gt;
 | A 30u bottle filled with Nocturine, a chemical that makes it very hard for your target to stand up.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:CombatMedkit.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Combat Medical Kit&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 5&lt;br /&gt;
 | A medkit made for fixing combat injuries.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:Stimpen.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Combat Medipen&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 4&lt;br /&gt;
 | A single-use medipen containing chemicals that regenerate most types of damage.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:Stimpen.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Stimpack&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 8&lt;br /&gt;
 | Injecting yourself with this will increase your run speed and let you recover from stuns faster for 2 minutes.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:Medkit.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Stimkit&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 12&lt;br /&gt;
 | A medkit containing 6 stimulant microinjectors, which each inject you with enough stimulants to last for fifteen seconds.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:SyndicateSegway.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Syndicate Segway&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 5&lt;br /&gt;
 | A crate shipment with a Syndicate Segway and keys to it. It is very fast, but quite red.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:Briefcase.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Lobbying Bundle&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 4&lt;br /&gt;
 | A heartfelt gift that can help you sway someone&#039;s opinion. Contains 5000 spesos. Real or counterfeit? Yes. Finally have the money to pay for a good Lawyer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pointless ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:5%; padding:5px;&amp;quot; | &amp;lt;abbr title=&amp;quot;Can Nuclear operatives order this item?&amp;quot;&amp;gt;Ops?&amp;lt;/abbr&amp;gt;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:5%; padding:5px;&amp;quot; | &#039;&#039;&#039;Icon&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width:15%; padding:5px;&amp;quot; | &#039;&#039;&#039;Item&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width:2.5%; padding:5px;&amp;quot; | &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:72.5%; padding:5px;&amp;quot; | &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:CapGunToy.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Cap Gun&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 4&lt;br /&gt;
 | Looks almost like the real thing! Ages 8 and up.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:SyndicateStamp.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Syndicate Rubber Stamp&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 2&lt;br /&gt;
 | You ever wanted to show off the Syndicate logo? Well now you can!&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:CatEars.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Cat Ears&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 4&lt;br /&gt;
 | Pretend to be a felinid.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:OutlawHat.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Outlaw&#039;s Hat&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
 | A hat that makes you look like you carry a notched pistol, numbered one and nineteen more.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:OutlawGlasses.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Outlaw&#039;s Glasses&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
 | A must for every self-respecting undercover agent.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:C4Bundle.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Syndicate Pyjama Duffel Bag&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 4&lt;br /&gt;
 | Contains 3 pairs of syndicate pyjamas and 3 plushies for the ultimate sleepover.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:ClownBag.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Clown Costume Duffel Bag&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 2&lt;br /&gt;
 | Contains a complete Clown outfit. Includes [[PDA]] and service radio.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:C4Bundle.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Carp Suit Duffel Bag&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 4&lt;br /&gt;
 | Contains a carp suit and some friends to play with.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:OperativeJumpsuit.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Operative Jumpsuit&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
 | A suit given to our nuclear operatives with fine fabric to make sure you stand out, no other benefits aside from looking cool.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:OperativeJumpshirt.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Operative Jumpskirt&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
 | A skirt given to our nuclear operatives with fine fabric to make sure you stand out, no other benefits aside from looking cool.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:SyndieBalloon.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Syndie Balloon&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 20&lt;br /&gt;
 | Handed out to the bravest souls who survived the &amp;quot;atomic twister&amp;quot; ride at Syndieland.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:Red Syndicate Scarf.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Striped Syndicate Red Scarf&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
 | A stylish striped syndicate red scarf. The perfect winter accessory for those with a keen fashion sense, and those who are in the mood to steal something.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:Green Syndicate Scarf.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Striped Syndicate Green Scarf&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
 | A stylish striped syndicate green scarf. The perfect winter accessory for those with a keen fashion sense, and those who are in the mood to steal something.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;background-color:#0d5a00; text-align:center;&amp;quot; | Yes&lt;br /&gt;
 ! [[File:PersonalAISyndicate.gif|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Syndicate Personal AI device&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
 | A [[Personal AI#Syndicate Personal AI|Syndicate variant]] of the pAI with access to the Syndicate radio channel. We do not guarantee their usefulness. Limited to one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Uncomment and fill whenever nuke ops don&#039;t only have like three special items.&lt;br /&gt;
 = Nuclear Operatives Items =&lt;br /&gt;
This section contains all the items available exclusively to [[Nuclear Operative|Nuclear Operatives]].&lt;br /&gt;
&lt;br /&gt;
== Uplink ==&lt;br /&gt;
[[File:Nuclear Operative.png]] Nuclear Operatives have [[File:OldRadio.png]] an old grey radio as uplink which starts unlocked. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
		<author><name>SageistSage</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Chief_Medical_Officer&amp;diff=2223</id>
		<title>Chief Medical Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Chief_Medical_Officer&amp;diff=2223"/>
		<updated>2023-11-05T13:37:20Z</updated>

		<summary type="html">&lt;p&gt;SageistSage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Job_Header&lt;br /&gt;
|department=MEDICAL&lt;br /&gt;
|command=true&lt;br /&gt;
|maincolor=244559&lt;br /&gt;
|secondarycolor=325367&lt;br /&gt;
|image=Chief Medical Officer.png&lt;br /&gt;
|title=Chief Medical Officer&lt;br /&gt;
|difficulty=Medium&lt;br /&gt;
|requirements=20 hours of playtime, 12 hours in [[Medical Doctor|Medical]], 4 hours as [[Chemist]]&lt;br /&gt;
|access=Medical, Command, Maintenance, Chemistry, Chief Medical Officer, Paramedic&lt;br /&gt;
|extendedaccess=None&lt;br /&gt;
|supervisors=[[Captain]]&lt;br /&gt;
|subordinates=[[Medical Doctor]], [[Chemist]], [[Psychologist]], [[Paramedic]], [[Medical Intern]]&lt;br /&gt;
|duties=Keep Medbay orderly. Supervise and delegate chemistry, triage, and trauma duties. Load the metempsychotic machine with Biomass at the start of the shift. Make sure the Metempsychotic machine is linked properly.&lt;br /&gt;
|guides=[[Alert Procedure]], [[Standard Operating Procedure|SOP]], [[Company Policy]], [[Medical Doctor]], [[Medical]], [[Chemistry]], [[Cryogenic Pods]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Chief Medical Officer (often shortened to Chief or CMO) is the head of the entire medical department. Their access is mostly limited to Medical and Command, they tend to get the wrath of anyone who comes in who thinks they can treat themselves better and they have one of the best items in the game for both killing and saving lives.&lt;br /&gt;
&lt;br /&gt;
Your first task as the CMO is to check if the [[Medical#Cloning_and_Morgue|Metempsychotic machine or cloner]] is linked to the cloning console via multitool. After that, ensure that there&#039;s some biomass in it. &lt;br /&gt;
&lt;br /&gt;
CMO is probably the easiest head to play because primarily it&#039;s just Medical Doctor Plus. Most of what you do outside the normal medical doctor duties is get the extra biomass from your office loaded into the metempsychotic machine, and then work like a normal doctor. If your team is small or inexperienced in chemistry, you may be [[Chemistry|cooking drugs]] for the first half of the shift. If you don&#039;t have someone working triage or intake, you may be doing that.&lt;br /&gt;
&lt;br /&gt;
Another thing the CMO should be doing is catching folks making illegal chemicals or if pills are being spiked, while also keeping in mind what [[Standard Operating Procedure#Medical|Standard Operating Procedure]] reminds you is *not* to be done. Look over your chemist&#039;s shoulders and check their machines. Because you can&#039;t tell what&#039;s going in or out of a machine you don&#039;t REALLY know if that pill that was made was Dylovene or Sulfuric Acid for instance. You can grind a pill up in the reagent grinder to test it without just blindly swallowing it. Keep an eye out for telltale signs that someone is trying to make a warcrime. If they have a pile of plasma for no good reason they may be a traitor, or just an inefficient chemist.&lt;br /&gt;
&lt;br /&gt;
== Hypospray and You ==&lt;br /&gt;
The hypospray is both a [[Traitor|traitor]] [[High-Risk Items|objective]] and a really good tool for you as a CMO. You can load it with chemicals and immediately put them into a bloodstream. Typically you&#039;re going to load this with epinephrine or if you can get your hands on it, ichor. &lt;br /&gt;
&lt;br /&gt;
To load it, take the chemical in one hand and using that hand, click the hypospray. It can hold 30u.&lt;br /&gt;
&lt;br /&gt;
It can also be an exceptionally good way to defend yourself without needing a gun. There&#039;s a few good &#039;offensive&#039; drugs if you&#039;re planning on using it in a fight or to subdue an unruly patient. &lt;br /&gt;
&lt;br /&gt;
Nonlethally, dose someone with Ipecac to make them incredibly slow incredibly quickly without doing damage to them. It also has the benefit of reducing their movespeed if they puke enough. &lt;br /&gt;
&lt;br /&gt;
Chloral Hydrate is a favorite amongst many CMOs because even at 25-30 units it won&#039;t kill someone, but it will put them down long enough for Sec to get in very, very quickly. Just be sure to give Sec a Dylovene to help with the patient&#039;s new toxic damage.&lt;br /&gt;
&lt;br /&gt;
Lethally, epinephrine is a great tool one can use to cause damage that&#039;s immediately available at round start. It has the negative of actually providing a lot of benefits to the person if you can&#039;t get the full dose off though.&lt;br /&gt;
&lt;br /&gt;
There&#039;s Tranexamic acid, also a fairly useful chemical medwise that can double-duty as a an offensive tool if needed. When fully dosed it can do damage fairly quickly as an overdose while being less useful to the enemy you&#039;re injecting it with.&lt;br /&gt;
&lt;br /&gt;
Lexorin is by far the most dangerous toxin to someone who doesn&#039;t have Dexalin available, but if you&#039;re making it and the hypospray falls out of your hands before you can use it, then you&#039;re going to have a bad time for the rest of the crew. Lexorin also doesn&#039;t fill any particular use for the crew in general other than as a murdering tool.&lt;br /&gt;
&lt;br /&gt;
== Crew Monitoring and You ==&lt;br /&gt;
The Crew Monitor, both handheld and built into your office (on most maps) is a vital tool for survival. If your shift is going well, you may even have the luxury of time to monitor the crew on such a monitor outside of folks asking you for it over command chat.&lt;br /&gt;
&lt;br /&gt;
The Crew Monitor gives you updates on where someone is based off their ID and if they have their Suit Coordinates on. As a note, there are people who will NOT put their suit sensors on. These folks cannot be stopped, they will just leave them off the whole round potentially, or even just because they&#039;re planning on doing some shenanigans. If someone dies without coords on, there&#039;s little you can do usually. Hard to find a body that you don&#039;t know the whereabouts of.&lt;br /&gt;
&lt;br /&gt;
{{Jobs Menu}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>SageistSage</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=PDA&amp;diff=2032</id>
		<title>PDA</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=PDA&amp;diff=2032"/>
		<updated>2023-10-30T10:48:49Z</updated>

		<summary type="html">&lt;p&gt;SageistSage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PDAOverview.png|250px|thumb]]&lt;br /&gt;
All crewmembers begin with a PDA, loaded with special tools and programs depending on what your starting assignment is. Blank PDAs can be acquired from the [[Head of Personnel]] if you were to lose yours. Certain jobs may find their PDA more useful than others. [[Traitor|Traitors]] generally acquire their [[Syndicate Items|gear]] with their PDA. Also every PDA comes with a free useful pen and has a unique ID at the bottom right.&lt;br /&gt;
&lt;br /&gt;
Every PDA shows who the &#039;&#039;&#039;Owner&#039;&#039;&#039; is and who&#039;s &#039;&#039;&#039;ID&#039;&#039;&#039; is currently slotted in. Additionally it shows the current &#039;&#039;&#039;Station&#039;&#039;&#039;&#039;s name.&lt;br /&gt;
&lt;br /&gt;
The most important details is the current &#039;&#039;&#039;[[Alert Procedure|Alert Level]]&#039;&#039;&#039; and the given &#039;&#039;&#039;Instructions&#039;&#039;&#039; for that alert level.&lt;br /&gt;
&lt;br /&gt;
==Basic Functions==&lt;br /&gt;
*&#039;&#039;&#039;Notekeeper&#039;&#039;&#039;: Allows you to make text notes and save them. On an unlocked Syndicate PDA, this will instead bring up a list of available items to purchase.&lt;br /&gt;
*&#039;&#039;&#039;Flashlight&#039;&#039;&#039;: Activates the PDA&#039;s flashlight.&lt;br /&gt;
*&#039;&#039;&#039;Ringtone&#039;&#039;&#039;: Allows you to set a ringtone for your PDA. Currently has no purpose other than enabling the [[Guide_to_Traitor#Uplink|traitor uplink]].&lt;br /&gt;
*&#039;&#039;&#039;Crew Manifest&#039;&#039;&#039;: Allows you to see the list of every crew members of the station. Useful to quickly check names and roles of the crew.&lt;br /&gt;
*&#039;&#039;&#039;Station News&#039;&#039;&#039;: Allows you to see current events as reported by the [[Reporter]] through the mass-media console.&lt;br /&gt;
&lt;br /&gt;
==Department Specific Functions==&lt;br /&gt;
*&#039;&#039;&#039;[[Scientist|Epistemics]] Glimmer Monitor&#039;&#039;&#039;: Allows you to keep track of the station&#039;s current [[Glimmer]] readings on the go.&lt;br /&gt;
&lt;br /&gt;
==PDA Scanners==&lt;br /&gt;
Some PDAs have special feature which allow them to act a certain way.&lt;br /&gt;
*The PDA of a [[Chief Medical Officer|CMO]], [[Medical Doctor]] or [[Paramedic]] can be used as a Health Analyzer.&lt;br /&gt;
*The PDA of a [[Clown]] can be used as to slip people.&lt;br /&gt;
*The PDA of a [[Musician]] can be used to play music.&lt;br /&gt;
&lt;br /&gt;
Some PDAs are capable of switching between different types of scanners. Selecting the appropriate file from the cartridge will change the scanner.&lt;/div&gt;</summary>
		<author><name>SageistSage</name></author>
	</entry>
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