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Bring back having to bring the syndie nuke to the station
#5
As a syndicate operative, one can carry, on their person, an RPG with multiple shells, a cyalume saber, a derringer, a revolver with multiple clips, multiple thermite breaching charges, a few donk pockets, and what basically amounts to an industrial space suit. That is rather frightening, one-man-army levels of power right there. Syndies do not need "better" weapons, what they have available is MORE than enough.

Though a few more unique toys to play around with to set them further apart from a typical rampagey traitor would be cool.
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