Nuke Ops Rework: Round 1

This is the start of the Nuke Ops Rework

This is will be part of a series of patches that reworks Nuke Ops to be more like TG; there will be scaling Telecrystals, a wider array of equipment, and, eventually, a new Syndibase.

What's changing in this patch?

-Ammunition moved to its own category on the uplink (convenience/QoL change only)
-Mindslave implant moved to the implants section
-Implemented, buffed, and put the Adrenaline implant on the uplink (it will now heal you a little, prevent you from being encumbered, and reduce further stuns after the initial injection)
-Nerfed the Syndicards, but halved their cost (From 2->1)
-Fixed certain species not starting with their hardsuit helmets
-Fixed Viscerators attacking Operatives (feel free to chuck it into the same room as a fellow operative; it won't do a thing to them)
-Operatives will now START with combat gloves (elctrical and heat protection in one)
-Increased initial telecrystals from 40 to 55 (expect a future telecrystal overhaul; this is only temporary)
-Operatives now start with a box of tear gas grenades
-Operatives now can purchase a Gygax or a Mauler; -PLEASE NOTE- Yes, you will be unable to purchase the Mauler at THIS time, but it will be able to be purchased in the future (after more updates).

Gun changes:
-Rebalanced a lot of mech equipment
-C20r does slightly less damage, but retains its other properties
-various bullet buffs/nerfs, mostly impacting Syndicate bullets and a few mech weapons
-buckshot has a slightly tighter spread, and has 5 pellets instead of 4
-Incendiary Shells should work now (look for them on the Syndi Gygax)

Odds and ends
-Nuke Toy is a bit more animated and scary now =p
-Fixed species Botanists not getting their gloves.

Not a particularly exciting patch, but any stretch; a lot of this stuff is fairly behind the scenes and won't impact larger gameplay. That said, hang in there, once it's all finished, Nuke Ops will feel like a lot fresher of a game mode.