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A radio that calls in a specialized agent of variable quality. They come in three flavors medic, spy, and thief and are all equipped with a Viper, Combat Knife and carp plush. It is their job to assist you in whatever operation or objectives you are campaigning on.
{{Imported Page}}
{{Unfinished}}{{Quote|Radio in a nuclear operative of extremely questionable quality. No off button, buy this if you're ready to party...|Uplink description of Nuclear Operative Teleporter
| inline = 1
| monospace = 0
}}


[[File:Old-radio-urist.png|128x128px]]
'''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.  


==overview==
In essence these roles can be thought of as purchasable Syndicate familiars, though [[Roleplay|RP]] and battle may test that.


A reinforcement teleporter is a device used in order to summon additional syndicate reinforcements through the [[Traitor Uplink]] and may be used by both syndicate agents and [[Nuclear Operative]]s alike
{{TOC}}


A reinforcement when used opens up a ghost role for someone to request in order to become said reinforcement this role acts halfway between a traditional antagonist and a familiar to the [[Nuclear Operative]] and or Sydnie who summoned them
== Basics ==
Using a teleporter spawns a [[Ghost roles|ghost role]] for someone to request and become that reinforcement - <u>'''no ghosts means no reinforcements.'''</u>


==important distinctions ==
=== 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 {{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 {{TC}} spending.


It is important to note that the cost of a Reinforcement teleporter is dependent on whether the player summoning them is a syndicate agent or a [[Nuclear Operative]] as the cost associated with a syndicate agent summoning an additional reinforcement ie 14TC (70%TC cost) is far less than if a [[Nuclear Operative]] summons them ie 35TC (92.5% cost)
As an example: A Reinforcement teleporter, which costs {{TC|11}}, spawns with at least {{TC|7}} worth of items; specialization items, like the jaws of life or mask implanter, cost {{TC|4<}}, and a viper which is {{TC|3}}. (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 {{TC|4}}.  


in addition to this syndicate reinforcements spawn with around 7TC-8TC worth of items (4TC-5TC in specialization specific items) (3TC in the viper they spawn with) functionally meaning that the actual cost of the reinforcement themselves is closer to 7TC and 28TC rather than the 14TC and 35TC cost displayed provided the reinforcement summoned helps rather than causes further trouble for you
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.


==Specializations==
=== Agents vs Nukies ===
{{Main|Syndicate_Uplink#Allies}}
There is a mutually exclusive difference between {{Role|Syndicate Agent}} and {{Role|Nuclear Operative}} uplinks; the former can buy a covert agent for {{TC|11}}, while the latter can purchase a combat oriented nuclear agent or assault borg for {{TC|30}} and {{TC|65|}} respectively.


Syndicate reinforcements come in the following three specializations
A syndicate agent cannot purchase a Nuclear Operative Reinforcement and vice versa.
 
== Syndicate personal AI device ==
{{Role infobox
| title = Syndicate Personal AI device
| image = Syndicate-icon-pai-off.png
| access =
| difficulty = Varies
| duties = Give helpful advice
| guides =
| radio = {{rch|syndicate}}
}}{{Quote|A Syndicate variant of the pAI with access to the Syndicate radio channel.
We do not guarantee their usefulness.|Uplink description
| inline = 0
| monospace = 0
}}
Costs {{TC|1}}. Only purchasable once per uplink.
 
Available to both a {{Role|Syndicate Agent}} and {{Role|Nuclear Operative}}. 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, [[Syndicate Uplink|uplink]] options, pre-generated Cybersun outpost loot, medical chem making,  or even what might or might not be against the [[Server Rules|server's rules]].
 
Not to be underestimated.
 
== Syndicat Teleporter ==
{{Role infobox
| title = Syndicat
| image = Old-radio-syndicat.png
| access = Is a portable bomb; can get anywhere, but just once
| difficulty = Very hard
| duties = Suicidal bombing, moral support
| guides =
| radio =
}}{{Quote|Call in a handy cat equipped with a microbomb implant. Explodes when seriously injured. Can bite painfully.|Uplink description
| inline = 0
| monospace = 0
}}
Costs {{TC|6}}.
 
Available to both a {{Role|Syndicate Agent}} and {{Role|Nuclear Operative}}.
 
Has the ability "detonate internal [[Syndicate Uplink|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 ==
{{Role infobox
| title = Syndicate Monkey/Kobold agent
| image = Old-radio-ancestor.png
| access = Whatever they get given
| difficulty = Hard
| duties = Smoking, shooting, somehow being the most competent member of your operation, moral support
| guides =
| radio =
}}{{Quote|Call in a trained ancestor of your choosing to assist you. Comes with a single Syndicate cigarette.|Uplink description
| inline = 0
| monospace = 0
}}
Costs {{TC|6}}.
 
Available to both a {{Role|Syndicate Agent}} and {{Role|Nuclear Operative}}.
 
Either a lizard or a monkey, functionally identical, with the choice only affecting [[Roleplay|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 ==
{{Role infobox
| title = Spy / Medic / Thief
| image = Old-radio-urist.png
| access = *{{Access|External}}, {{Access|Maintenance}} (Medic, Spy)<br>
*None (Thief)
| difficulty = Medium-Hard
| duties = Helping whoever called you in, <s>moral support</s>
| guides = This is the guide / [[Traitor]]
| radio = None (Thief) <br>{{Radio channel|Common}} (Medic, Spy)<br>{{Radio channel|Medical}} (Medic)
}}{{Quote|Radio in a reinforcement agent of extremely questionable quality. No off button, buy this if you're ready to party. call in a medic or spy or thief to help you out. Good luck.|Uplink description
| inline = 0
| monospace = 0
}}
Costs {{TC|11|10}}.
 
Can only be bought by a {{Role|Syndicate Agent}}. 
 
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.


{| class="wikitable sortable"
{| class="wikitable sortable"
|-
|-
!class="unsortable"|Image !!Name !!Description
! class="unsortable" |Image !!Specialization !!Equipment
|-
|-
|-
|-
|| [[File:Syndie toolbox.png|64x64px]]
|| [[File:Gas mask.png|64x64px]]
||Thief
||Spy
||Comes with a suspicious toolbox and a pair of jaws of life. Perfect for breaking into places you're definitely not supposed to be and stealing that which is rightfully yours!
||An extra backpack containing a reasonable {{Role|Passenger}} disguise, a passenger ID in a passenger PDA, and a voice mask implanter.  
Yellow insulated gloves for tider ops not included.
|-
|-
|| [[File:Combatkit vis.png|64x64px]]
|| [[File:Combatkit vis.png|64x64px]]
||Medic
||Medic
||Comes with an advanced combat medical kit stocked with all your station killing needs.
||An advanced combat medical kit stocked for all your dying needs, also a headset with a {{Radio channel|Medical}} encryption key.
Comes with a visitors ID, which can make stealth dubious, but not impossible.  
|-
|-
|| [[File:Gas mask.png|64x64px]]
|| [[File:Syndie toolbox.png|64x64px]]
||Spy
||Thief
||Comes with an agent ID and a voice mask. Tider ops anyone?
||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!
<u>Does not come with ID or radio.</u>
|-
|-
|}
|}
== Nuclear Operative Teleporter ==
{{Role infobox
| title = Reinforcement Teleporter
| image = Old-radio-nukeop.png
| access = *{{Access|External}}, {{Access|Maintenance}} (Medic, Spy)<br>
*None (Thief)
| difficulty = Medium
| duties = Helping whoever called you in, <s>moral support</s>
| guides = This is the guide / [[Traitor]]
| radio = None (Thief) <br>{{Radio channel|Common}} (Medic, Spy)<br>{{Radio channel|Medical}} (Medic)
}}Costs {{TC|30}}.
Can only be bought by a {{Role|Nuclear Operative}}.
== Syndicate Assault Cyborg Teleporter ==
{{Role infobox
| title = Reinforcement Teleporter
| image = Old-radio-borg-assault.png
| access = *{{Access|External}}, {{Access|Maintenance}} (Medic, Spy)<br>
*None (Thief)
| difficulty = Hard
| duties = Helping whoever called you in, <s>moral support</s>
| guides = This is the guide / [[Traitor]]
| radio = None (Thief) <br>{{Radio channel|Common}} (Medic, Spy)<br>{{Radio channel|Medical}} (Medic)
}}Can only be bought by a {{Role|Nuclear Operative}}.
Costs {{TC|65}}.
== Holoparasite Kit ==
{{Main|Holoparasite}}
Costs {{TC|12|}}.
Can only be bought by a {{Role|Syndicate Agent}} or {{Role|Nuclear Operative}}
== Holoclown Kit ==
{{Main|Holoclown}}
{{Quote|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'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.|Uplink description
| inline = 0
| monospace = 0
}}Costs {{TC|12|6}}.
Can only be bought by a {{Role|Syndicate Agent}} that is also a {{Role|clown}}. {{Antagonists Navbox}}

Latest revision as of 09:46, 31 October 2026

Imported Page This page has been imported from Wizden's SS14 wiki with no or minimal edits.
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Template:UnfinishedTemplate:Quote

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.

Template:TOC

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

Undefined Department


Syndicate Personal AI device

Superiors: Not defined
Difficulty: Varies
Guides:
Access:
Duties: Give helpful advice
Subordinates: Not defined
Radio:syndicate

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

Undefined Department


Syndicat

Superiors: Not defined
Difficulty: Very hard
Guides:
Access: Is a portable bomb; can get anywhere, but just once
Duties: Suicidal bombing, moral support
Subordinates: Not defined
Radio:

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

Undefined Department


Syndicate Monkey/Kobold agent

Superiors: Not defined
Difficulty: Hard
Guides:
Access: Whatever they get given
Duties: Smoking, shooting, somehow being the most competent member of your operation, moral support
Subordinates: Not defined
Radio:

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

Undefined Department


Spy / Medic / Thief

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

Undefined Department


Reinforcement 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

Undefined Department


Reinforcement 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

| group1 = Round start | group1.1 = Team Antagonists | list1.1 =

| group1.2 = Solo Antagonists | list1.2 =

| group2 = Mid Round | group2.1 = Team Antagonist | list2.1 =

| group2.2 = Solo Antagonist | list2.2 =

| group2.3 = Free-Agent | list2.3 =

| group3 = Admeme | group3.1 = Team Antagonist | list3.1 =

| group3.2 = Solo Antagonist | list3.2 =

| header4 = Disabled/Removed | header4_style = background: var(--warning-color) | state4 = collapsed

| group5 = Solo antagonist | list5 =

}}