Uplink Reinforcements
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Reinforcement teleporters are devices used to summon a specialized agent of variable specialization, quality, cost, competency, species and/or make through the Traitor Uplink. The type, though not competency, of reinforcements is decided by the person who is using the teleporter item when calling it - it is not decided by the ghost becoming the reinforcement. The express goal of a called in reinforcement is to assist whomever called them in, in whatever operation they are trying to achieve.
In essence these roles can be thought of as purchasable Syndicate familiars, though RP and battle may test that.
Basics
Using a teleporter spawns a ghost role for someone to request and become that reinforcement - no ghosts means no reinforcements.
Cost
When buying a reinforcement you do not get just an extra helping hand - most reinforcements come already pre-equipped with some amount of equipment, which would normally cost Template:TC. This is important to consider when planning out purchases and evaluating effective value per purchase. If not considered, one is likely to accidentally buy extra copies of items they truly do not need, and pass up on options that would potentially neatly fix up their total Template:TC spending.
As an example: A Reinforcement teleporter, which costs Template:TC, spawns with at least Template:TC worth of items; specialization items, like the jaws of life or mask implanter, cost Template:TC, and a viper which is Template:TC. (Technically can be even more, if counting contents of survival boxes and clothing.) This effectively makes the ally part of the cost a relatively meager Template:TC.
Though, of course, this is all assuming the reinforcement actually arrives, is sufficiently cooperative and isn't so incompetent that they cause trouble for you.
Agents vs Nukies
Template:Main There is a mutually exclusive difference between Template:Role and Template:Role uplinks; the former can buy a covert agent for Template:TC, while the latter can purchase a combat oriented nuclear agent or assault borg for Template:TC and Template:TC respectively.
A syndicate agent cannot purchase a Nuclear Operative Reinforcement and vice versa.
Syndicate personal AI device
Template:Quote Costs Template:TC. Only purchasable once per uplink.
Available to both a Template:Role and Template:Role. Nuclear operatives spawn with one for free inside of the Cybersun outpost.
Syndicate pAI for short. Requires being turned on to spawn a ghost role.
Surprisingly useful for coordination inside firefights, as typing and shooting at once is hard. Especially useful if attempting to remain hidden when infiltrating the station, as just like any other pAI, it can purchase software upgrades of a portable map and a mass scanner. The less directly useful midi software upgrade is also purchasable.
If trying to utilize it for stealth-ops, keep in mind, a pAI, just like any other player, makes noise when speaking, and still needs to whisper to communicate over the radio.
Does genuinely sometimes provide useful tips, especially to a new nukie team, inexperienced with typical pre-mission checklists, uplink options, pre-generated Cybersun outpost loot, medical chem making, or even what might or might not be against the server's rules.
Not to be underestimated.
Syndicat Teleporter
Template:Quote Costs Template:TC.
Available to both a Template:Role and Template:Role.
Has the ability "detonate internal microbomb" which instantly gibs the Syndicat, but also causes a large explosion, that reaches up to 3 tiles away with enough force to instantly kill unarmored targets in the center of the explosion - dealing roughly 300 damage evenly split between heat, pierce and blunt.
Uniquely, it can use its ability and detonate even in crit, though not when already dead.
Deals 5 brute and 5 pierce with it's bites.
Is completely space proof, and like other cats, has a capacity to hold an O2 tank; despite the fact that it does not actually need to breathe.
Genetic Ancestor Reinforcement Teleporter
Template:Quote Costs Template:TC.
Available to both a Template:Role and Template:Role.
Either a lizard or a monkey, functionally identical, with the choice only affecting RP. Spawn with an outlaw's hat, operative's jumpsuit and a herbal, healing cigarette, unlit.
Both species function as Pun Pun does, with all the same limitations of clothing, having only one hand and tail, but with the unique upside of not having the clumsy trait - meaning they can shoot guns, inject syringes and vault counters without any risk of it back-firing on them.
Additionally, unlike Pun Pun, they are not uniquely named. This means if the gear is dropped, they can easily blend in and infiltrate the chaos of the station, especially science and the kitchen as both frequently utilize monkey cubes for their work.
This stealthy approach is risky however, as monkeys are typically only sentient due to the application of cognizine, or station-wide events. As you cannot talk and aren't Pun Pun, you will likely get outted from a meta perspective fairly quickly, if around experienced and watchful players. It can bear fruit to try and mimic how AI monkey's move, to fly fully under the radar, especially early on in a round.
Reinforcement Teleporter
Superiors: Not defined
Difficulty: Medium-Hard
Guides: This is the guide / Traitor
Access: *External, Maintenance (Medic, Spy)
- None (Thief)
Duties: Helping whoever called you in, moral support
Subordinates: Not defined
Radio:None (Thief)
Template:Radio channel (Medic, Spy)
Template:Radio channel (Medic)
Template:Quote Costs Template:TC.
Can only be bought by a Template:Role.
Comes in three flavors: Spy, Medic, and Thief. All come equipped with a Viper handgun, a survival box, and appear wearing operative jumpsuits.
Remember that this is useless without a ghost who will take up the ghost role. On lowpop servers and
Specializations
Syndicate reinforcements come in the following three specializations.
| Image | Specialization | Equipment |
|---|---|---|
|
Spy | An extra backpack containing a reasonable Template:Role disguise, a passenger ID in a passenger PDA, and a voice mask implanter.
Yellow insulated gloves for tider ops not included. |
|
Medic | An advanced combat medical kit stocked for all your dying needs, also a headset with a Template:Radio channel encryption key.
Comes with a visitors ID, which can make stealth dubious, but not impossible. |
|
Thief | Comes with a suspicious toolbox and jaws of death. Perfect for breaking into places you're definitely not supposed to be and stealing that which is rightfully yours!
Does not come with ID or radio. |
Nuclear Operative Teleporter
Superiors: Not defined
Difficulty: Medium
Guides: This is the guide / Traitor
Access: *External, Maintenance (Medic, Spy)
- None (Thief)
Duties: Helping whoever called you in, moral support
Subordinates: Not defined
Radio:None (Thief)
Template:Radio channel (Medic, Spy)
Template:Radio channel (Medic)
Costs Template:TC.
Can only be bought by a Template:Role.
Syndicate Assault Cyborg Teleporter
Superiors: Not defined
Difficulty: Hard
Guides: This is the guide / Traitor
Access: *External, Maintenance (Medic, Spy)
- None (Thief)
Duties: Helping whoever called you in, moral support
Subordinates: Not defined
Radio:None (Thief)
Template:Radio channel (Medic, Spy)
Template:Radio channel (Medic)
Can only be bought by a Template:Role. Costs Template:TC.
Holoparasite Kit
Template:Main Costs Template:TC.
Can only be bought by a Template:Role or Template:Role
Holoclown Kit
Template:Main Template:QuoteCosts Template:TC.
Can only be bought by a Template:Role that is also a Template:Role. {{#invoke:Navbox|main | template = Role Navbox | title = Antagonists | style = --navbox-title-background: maroon; | navbox_class = pill
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