anchor.diff:  
   /obj/item/radio/headset/heads/captain
   	name = "\proper the captain's headset"
  -	desc = "The headset of the king.\nChannels are as follows: :c - command, :s - security, :e - engineering, :u - supply, :v - service, :m - medical, :n - science."
  +	desc = "The headset of the king."
   	icon_state = "com_headset"
   	keyslot = new /obj/item/encryptionkey/heads/captain
   
   /obj/item/radio/headset/heads/captain/alt
   	name = "\proper the captain's bowman headset"
  -	desc = "The headset of the boss. Protects ears from flashbangs.\nChannels are as follows: :c - command, :s - security, :e - engineering, :u - supply, :v - service, :m - medical, :n - science."
  +	desc = "The headset of the boss. Protects ears from flashbangs."
   	icon_state = "com_headset_alt"
   	item_state = "com_headset_alt"
   
  
positive.code: 
  /obj/item/radio/headset/syndicate/alt //undisguised bowman with flash protection
  	name = "syndicate headset"
  	desc = "A syndicate headset that can be used to hear all radio frequencies. Protects ears from flashbangs. \nTo access the syndicate channel, use ; before speaking."
  	icon_state = "syndie_headset"
  	item_state = "syndie_headset"
  
  
negative.code: // Used for translating channels to tokens on examination
  GLOBAL_LIST_INIT(channel_tokens, list(
  	"Common" = ";",
  	"Science" = ":n",
  	"Command" = ":c",
  	"Medical" = ":m",
  	"Engineering" = ":e",
  	"Security" = ":s",
  	"CentCom" = ":y",
  	"Syndicate" = ":t",
  	"Supply" = ":u",
  	"Service" = ":v",
  	"Binary" = ":b"
  ))
  
  /obj/item/radio/headset
  	name = "radio headset"
  	desc = "An updated, modular intercom that fits over the head. Takes encryption keys."
  