Syndicate Uplink: Difference between revisions
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To help them achieve their objectives, some [[Antagonist|antagonists]] including [[Traitor|traitors]] and [[Nuclear_Operative|nuclear operatives]] have access to an '''uplink''' from which they can purchase | To help them achieve their objectives, some [[Antagonist|antagonists]], including [[Traitor|traitors]] and [[Nuclear_Operative|nuclear operatives]], have access to an '''uplink''' from which they can purchase contraband from the [[Syndicate]] with telecrystals (TC). For traitors, the uplink is accessible through their PDA. For nuclear operatives, they have a separate uplink radio. | ||
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== | == Using the Uplink == | ||
For [[Nuclear Operative]]s, the uplink radio begins in your pocket with 40 TC. For [[traitor]]s, you must enter a code into your PDA's ringtone setting that is given to you when you are selected as a traitor. This will enable two extra settings: one to access your uplink and one to close it, randomising your ringtone. As a traitor, you start with 20 TC. | |||
You may spend TC on various items which will appear variously in your hands or on the ground by you. You can also extract telecrystals to give to a syndicate friend. | |||
[ | Some items cost may change depending on if you are a [[traitor]] or a [[Nuclear Operative]], to compensate for the two playstyles. Additionally, some items are unique between traitors and Nuclear Operatives, and sometimes even unique for various [[jobs]] traitors may have. | ||
=== Uplink Discounts === | |||
Every round two to three items in a traitor's uplink may be discounted. Each item has one of 3 discount rarities, and is discounted by a random amount within a unique range. Nuclear Operatives do not get to take advantage of this system. | |||
{| class="wikitable" | |||
|- | |||
! Discount Type !! Purpose !! Weight | |||
|- | |||
| Usual Discount || This is for commonly used items that could be discounted for some variation in gameplay. || 80/100 | |||
|- | |||
| Rare Discount || This is for items that are rarely used. In this category, items may be discounted to 1 TC to encourage usage of these overlooked items. || 18/100 | |||
|- | |||
| Very Rare Discount || This is for VERY useful and dangerous items such as the emag and Agent ID. If one of these is discounted, it || 2/100 | |||
|} | |||
== Uplink Catalog == | == Uplink Catalog == | ||
Line 67: | Line 67: | ||
|| Yes | || Yes | ||
|- | |- | ||
|| | || [[File:Throwing knife better.png|64x64px]] | ||
|| throwing knives | || throwing knives | ||
|| A set of 4 syndicate branded throwing knives, perfect for imbedding into the body of your victims. | || A set of 4 syndicate branded throwing knives, perfect for imbedding into the body of your victims. | ||
Line 99: | Line 99: | ||
||[[File:Ballistic Turret toolbox.png|64x64px]] | ||[[File:Ballistic Turret toolbox.png|64x64px]] | ||
|| Disposable Ballistic Turret | || Disposable Ballistic Turret | ||
|| A yellow toolbox that, when struck, deploys into a sentry turret that targets anyone that is not apart of the syndicate. The turret fires .35 auto at slow pace. | || A yellow toolbox that, when struck, deploys into a sentry turret that targets anyone that is not apart of the syndicate. The turret fires .35 auto at slow pace with near perfect accuracy. | ||
|| | || 6 | ||
|| No | || No | ||
|- | |- | ||
Line 112: | Line 112: | ||
|| C-20r Bundle | || C-20r Bundle | ||
|| A dufflebag containing a loaded C-20r SMG and two spare magazines. The C-20r is a fast firing .35 auto SMG that automatically ejects spent magazines, reducing overall downtime between reloads. | || A dufflebag containing a loaded C-20r SMG and two spare magazines. The C-20r is a fast firing .35 auto SMG that automatically ejects spent magazines, reducing overall downtime between reloads. | ||
|| | || 17 | ||
|| Yes | || Yes | ||
|- | |- | ||
Line 129: | Line 129: | ||
|- | |- | ||
|| [[File:China Lake.png|64x64px]] | || [[File:China Lake.png|64x64px]] | ||
|| China- | || [[China-lake]] Bundle | ||
|| A dufflebag with a China-Lake grenade launcher loaded with 3 frag grenades in the internal magazine. The bag also includes 4 blast grenades and 4 frag grenades. The grenades are exclusively designed to be fired from this weapon, and sport a dangerously large area of effect. Use with caution. | || A dufflebag with a China-Lake grenade launcher loaded with 3 frag grenades in the internal magazine. The bag also includes 4 blast grenades and 4 frag grenades. The grenades are exclusively designed to be fired from this weapon, and sport a dangerously large area of effect. Use with caution. | ||
|| 25 | || 25 | ||
Line 155: | Line 155: | ||
||[[File:.25 Caseless Loaded.png|64x64px]] | ||[[File:.25 Caseless Loaded.png|64x64px]] | ||
|| Pistol Magazine (.25 caseless) | || Pistol Magazine (.25 caseless) | ||
|| A pistol magazine with 10 rounds of .25 caseless ammo. Compatible with the Cobra. | || A pistol magazine with 10 rounds of .25 caseless ammo. Compatible with the Cobra. Leaves no round casings on the floor. | ||
|| 1 | || 1 | ||
|| Yes | || Yes | ||
Line 175: | Line 175: | ||
|| A SMG Magazine with 30 rounds of .35 Auto. Compatible with the C-20r and Drozd. | || A SMG Magazine with 30 rounds of .35 Auto. Compatible with the C-20r and Drozd. | ||
|| 2 | || 2 | ||
|| | || Yes | ||
|- | |- | ||
|| [[File:Speedloader45.png|64x64px]] | || [[File:Speedloader45.png|64x64px]] | ||
Line 203: | Line 203: | ||
|| Yes | || Yes | ||
|- | |- | ||
|| | || [[File:Smoke grenade.png|64x64px]] | ||
|| smoke grenade | || smoke grenade | ||
|| A grenade that releases a huge cloud of smoke, concealing your identity and allowing you to make a getaway after bombing med bay for the fifth time! | || A grenade that releases a huge cloud of smoke, concealing your identity and allowing you to make a getaway after bombing med bay for the fifth time! | ||
Line 227: | Line 227: | ||
|| Yes | || Yes | ||
|- | |- | ||
|| | || [[File:Fire grenade.png|64x64px]] | ||
|| | || incendiary grenade | ||
|| | || Releases a spray of incendiary fragments, igniting anyone near the detonation area. | ||
|| 4 | || 4 | ||
|| Yes | || Yes | ||
Line 239: | Line 239: | ||
|| Yes | || Yes | ||
|- | |- | ||
|| | || [[File:Sharp grenade.png|64x64px]] | ||
|| shrapnel grenade | || shrapnel grenade | ||
|| | || Launches a spray of sharp fragments dealing great damaged against unarmored targets. | ||
|| 4 | || 4 | ||
|| Yes | || Yes | ||
Line 254: | Line 254: | ||
|| Grenade Penguin | || Grenade Penguin | ||
|| A grenade that takes the form of an aggressive penguin that explodes upon death, or when it meets the end of its fuse. The Penguin ignores syndicate agents. The grenade has a small, but lethal blast range. | || A grenade that takes the form of an aggressive penguin that explodes upon death, or when it meets the end of its fuse. The Penguin ignores syndicate agents. The grenade has a small, but lethal blast range. | ||
|| | || 5 | ||
|| Yes | || Yes | ||
|- | |- | ||
Line 275: | Line 275: | ||
|| Yes | || Yes | ||
|- | |- | ||
|| | || [[File:Cluster.png|64x64px]] | ||
|| cluster grenade | || cluster grenade | ||
|| | || Three explosive grenades bundled together, the grenades get launched after the 3.5 second timer runs out. | ||
Watch as all three grenades perfectly bounce back right back at you! | |||
|| 8 | || 8 | ||
|| Yes | || Yes | ||
Line 322: | Line 323: | ||
|| Yes | || Yes | ||
|- | |- | ||
|| | || [[File:Grendair chest rig.png|64x64px]] | ||
|| Chest Rig | || Chest Rig | ||
|| Explosion-resistant tactical webbing used for holding traitor goods. | || Explosion-resistant tactical webbing used for holding traitor goods. | ||
Line 328: | Line 329: | ||
|| Yes | || Yes | ||
|- | |- | ||
|| | || [[File:Syndi backpack.png|64x64px]] | ||
|| Syndicate backpack | || Syndicate backpack | ||
|| Lightweight explosion-proof a backpack for holding various traitor goods. | || Lightweight explosion-proof a backpack for holding various traitor goods. | ||
Line 334: | Line 335: | ||
|| Yes | || Yes | ||
|- | |- | ||
|| | || [[File:Nukie visor.png|64x64px]] | ||
|| Syndicate Visor | || Syndicate Visor | ||
|| The syndicate's professional heads-up display, designed for better detection of fellow syndicate agents. Proceed to chinalake them anyway! | || The syndicate's professional heads-up display, designed for better detection of fellow syndicate agents. Proceed to chinalake them anyway! | ||
Line 340: | Line 341: | ||
|| Yes | || Yes | ||
|- | |- | ||
|| | || [[File:Syndi eva.png|64x64px]] | ||
|| Syndicate EVA Bundle | || Syndicate EVA Bundle | ||
|| A dufflebag that contains an EVA suit, helmet, gasmask and double emergency oxygen tank. Offers no protection asides from space. | || A dufflebag that contains an EVA suit, helmet, gasmask and double emergency oxygen tank. Offers no protection asides from space. | ||
Line 346: | Line 347: | ||
|| Yes | || Yes | ||
|- | |- | ||
|| | || [[File:Insuls.png|64x64px]] | ||
|| Conducting Gloves | || Conducting Gloves | ||
|| Looks exactly like insulated gloves, but shocks you far worse than if you had nothing at all! Best given as a gift to a passenger you really don't like. | || Looks exactly like insulated gloves, but shocks you far worse than if you had nothing at all! Best given as a gift to a passenger you really don't like. | ||
Line 376: | Line 377: | ||
|| Yes | || Yes | ||
|- | |- | ||
|| | || [[File:Carp suit.png|64x64px]] | ||
|| Carp Hardsuit | || Carp Hardsuit | ||
|| | || An ordinary carp suit now with space faring capabilities, so that you can fully make your carp dream come true!!! | ||
|| 4 | || 4 | ||
|| Yes | || Yes | ||
Line 402: | Line 403: | ||
|- | |- | ||
|| [[File:Blood red.png|64x64px]] | || [[File:Blood red.png|64x64px]] | ||
|| Syndicate Hardsuit | || [[Syndicate Hardsuit]] | ||
|| A dufflebag that contains the infamous blood-red hardsuit used by Syndicate operatives. Lightweight with robust armor. Also comes with some gloves, a gasmask and an airtank. | || A dufflebag that contains the infamous blood-red hardsuit used by Syndicate operatives. Lightweight with robust armor. Also comes with some gloves, a gasmask and an airtank. | ||
|| 8 | || 8 | ||
Line 408: | Line 409: | ||
|- | |- | ||
|| [[File:Raid.png|64x64px]] | || [[File:Raid.png|64x64px]] | ||
|| Syndicate | || [[Syndicate raid suit]] | ||
|| A dufflebag that contains the newly devised syndicate raid suit. Capable of sustaining heavy damage with minimal slowdown. Space faring ability not included any and all harm from doing so is liable solely on the user please contact 1900 donk co for any complaints. Also comes with some gloves, a gasmask and a sick helmet. | || A dufflebag that contains the newly devised syndicate raid suit. Capable of sustaining heavy damage with minimal slowdown. Space faring ability not included any and all harm from doing so is liable solely on the user please contact 1900 donk co for any complaints. Also comes with some gloves, a gasmask and a sick helmet. | ||
|| 8 | || 8 | ||
|| | || Yes† | ||
|- | |- | ||
|| [[File:Jug suit.png|64x64px]] | || [[File:Jug suit.png|64x64px]] | ||
|| Cybersun Juggernaut Suit | || [[Cybersun Juggernaut Suit]] | ||
|| A super heavy suit that, by the name implies, will make you a walking juggernaut. The only thing that will be slowing you down is the suit. And tasers. And poison. Space capable, but does not come with an airtank or gasmask. | || A super heavy suit that, by the name implies, will make you a walking juggernaut. The only thing that will be slowing you down is the suit. And tasers. And poison. Space capable, but does not come with an airtank or gasmask. | ||
|| 12 | || 12 | ||
Line 432: | Line 433: | ||
|- | |- | ||
|- | |- | ||
|| [[ | || [[File:Dart red.png|64x64px]] | ||
|| Hypo Dart | |||
|| markable dart with an enlarged reservoir for chemicals. It can store up to 7u of reagents in itself, and instantly inject when it hits the target. Starts empty. | |||
A syndicates best friend for dealing with deathsquad scum. | A syndicates best friend for dealing with deathsquad scum. | ||
|| 2 | || 2 | ||
Line 445: | Line 446: | ||
|| Yes | || Yes | ||
|- | |- | ||
|| [[ | || [[File:Vials.png|64x64px]] | ||
|| Chemical Synthesis Kit | || Chemical Synthesis Kit | ||
|| A starter kit for the aspiring chemist, includes 3 vials of vestine, a beaker, and a set of chemist goggles. Perfect for all your lexorin foam grenade needs! | || A starter kit for the aspiring chemist, includes 3 vials of vestine, a beaker, and a set of chemist goggles. Perfect for all your lexorin foam grenade needs! | ||
Line 452: | Line 453: | ||
|- | |- | ||
|| [[File:Stimpen.png|64x64px]] | || [[File:Stimpen.png|64x64px]] | ||
|| | || Hyperzine Injector | ||
|| A stimulant injector, containing enough chems to keep you running fast and resistant to stuns for 30 seconds. Unlike other stimulants, this chemical mix does not poison you. | || A stimulant injector, containing 30u of hyperziene enough chems to keep you running fast and resistant to stuns for 30 seconds. Unlike other stimulants, this chemical mix does not poison you and can keep you alive in dire situations. | ||
|| | || 4 | ||
|| Yes | || Yes | ||
|- | |- | ||
Line 488: | Line 489: | ||
|- | |- | ||
|| [[File:Stimpack kit.png|64x64px]] | || [[File:Stimpack kit.png|64x64px]] | ||
|| | || Hyperziene Injector Kit | ||
|| A white medkit containing 6 | || A white medkit containing 6 microinjectors. Each injector contains 15u of hyperzine and has about half the duration of a full injector. | ||
|| 12 | || 12 | ||
|| Yes | || Yes | ||
Line 500: | Line 501: | ||
|- | |- | ||
|| [[File:ZombieIcon.png|64x64px]] | || [[File:ZombieIcon.png|64x64px]] | ||
|| Syndicate Zombie Bundle | || Syndicate [[Zombie]] Bundle | ||
|| An all-in-one kit for unleashing the undead upon a station. Comes with one syringe of Romerol, a python loaded with .45 Magnum, a box of .45 Incendiary ammo, One Ambuzol+ Pill, and three Ambuzol regular pills. | || An all-in-one kit for unleashing the undead upon a station. Comes with one syringe of Romerol, a python loaded with .45 Magnum, a box of .45 Incendiary ammo, One Ambuzol+ Pill, and three Ambuzol regular pills. | ||
|| 40 | || 40 | ||
Line 521: | Line 522: | ||
|| Binary Translator Key | || Binary Translator Key | ||
|| Allows you to listen and communicate onto the Silicon's binary channel, a network utilized by AI and cyborgs. Not recommended to communicate on this channel without a voice changer. | || Allows you to listen and communicate onto the Silicon's binary channel, a network utilized by AI and cyborgs. Not recommended to communicate on this channel without a voice changer. | ||
|| | || 1 | ||
|| Yes | || Yes | ||
|- | |- | ||
Line 562: | Line 563: | ||
|| Yes | || Yes | ||
|- | |- | ||
|| | || [[File:BombSyndicate.png|64x64px]] | ||
|| Decoy Syndicate Bomb | || Decoy Syndicate Bomb | ||
|| A training bomb stolen from sec and repainted to look like the real thing! Has the same amount of wires as the real thing albeit with a tiny explosion. | || A training bomb stolen from sec and repainted to look like the real thing! Has the same amount of wires as the real thing albeit with a tiny explosion. | ||
Line 574: | Line 575: | ||
|| Yes | || Yes | ||
|- | |- | ||
|| | || [[File:Decoy kit.png|64x64px]] | ||
|| Decoy Kit | || Decoy Kit | ||
|| State-of-the-art distraction technology straight from RND. Comes with 5 realistic balloons, four decoy grenades and some snap poppers! | || State-of-the-art distraction technology straight from RND. Comes with 5 realistic balloons, four decoy grenades and some snap poppers! | ||
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|| Yes | || Yes | ||
|- | |- | ||
|| | || [[File:Chamelon.png|64x64px]] | ||
|| Chameleon Projector | || Chameleon Projector | ||
|| Disappear in plain sight by creating a hologram of an item around you. Do not use this to play the game "Object Search". | || Disappear in plain sight by creating a hologram of an item around you. Do not use this to play the game "Object Search". | ||
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|| Scatters around small pieces of syndicate-brand soap after being thrown, these pieces of soap evaporate after 60 seconds. | || Scatters around small pieces of syndicate-brand soap after being thrown, these pieces of soap evaporate after 60 seconds. | ||
kinda looks like pieces of bubble gum. | kinda looks like pieces of bubble gum. | ||
|| | || 2 | ||
|| Yes | || Yes | ||
|- | |- | ||
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|| Radio Jammer | || Radio Jammer | ||
|| A device that will prevent any nearby outgoing radio communications when activated. Has a medium battery with about 100 seconds of use. | || A device that will prevent any nearby outgoing radio communications when activated. Has a medium battery with about 100 seconds of use. | ||
|| 4 | || 3 | ||
|| Yes | |||
|- | |||
|| [[File:Camera_Bug.png|64x64px]] | |||
|| Camera Bug | |||
|| A handheld device that allows you to view cameras, thereby allowing you to plan your actions much better or use them for tracking, ambushes, etc. | |||
|| 4 | |||
|| Yes | || Yes | ||
|- | |- | ||
|| | || [[File:Syndicateborgbomb.png|64x64px]] | ||
|| Martyr Cyborg Module | || Martyr Cyborg Module | ||
|| Turn your emagged borg friend into a walking bomb! | || Turn your emagged borg friend into a walking bomb! | ||
Line 641: | Line 648: | ||
|| Surgical Duffel Bag | || Surgical Duffel Bag | ||
|| A dufflebag that contains a fullset of advance surgery tools. Currently, surgery hasn't been implemented, so the most impressive tool from this bundle is the circular saw. | || A dufflebag that contains a fullset of advance surgery tools. Currently, surgery hasn't been implemented, so the most impressive tool from this bundle is the circular saw. | ||
|| | || 4 | ||
|| Yes | || Yes | ||
|- | |- | ||
|| | || [[File:Syndicate borg module.png|64x64px]] | ||
|| Weapon Cyborg Module | || Weapon Cyborg Module | ||
|| This module will give a cyborg an | || This module will give a cyborg an reachable viper and energy dagger. | ||
|| 5 | || 5 | ||
|| Yes | || Yes | ||
Line 669: | Line 676: | ||
|| Yes | || Yes | ||
|- | |- | ||
|| [[File:Circuit.png|64x64px]] | |||
|| Antimov Law Circuit | |||
|| A very dangerous lawset that allows the A.I. to kill anyone and everyone. Im sorry Dave I'm afraid I can't do that.. | |||
|| 14 | |||
|| Yes 24* | |||
|} | |} | ||
Line 677: | Line 689: | ||
|- | |- | ||
|- | |- | ||
|| | || [[File:Microbomb.png|64x64px]] | ||
|| Micro Bomb Implanter | || Micro Bomb Implanter | ||
|| Explode on death or manual activation with this implant. Destroys the body along with all equipment worn. | || Explode on death or manual activation with this implant. Destroys the body along with all equipment worn. | ||
|| 2 | || 2 | ||
|| | || Yes† | ||
|- | |- | ||
|| [[File: | || [[File:Portal.png|64x64px]] | ||
|| EMP Implanter | || EMP Implanter | ||
|| An implanter that, once injected, gives the user the ability to unleash a small EMP burst that disables all nearby electrical devices like an EMP grenade. Has three uses. | || An implanter that, once injected, gives the user the ability to unleash a small EMP burst that disables all nearby electrical devices like an EMP grenade. Has three uses. | ||
Line 689: | Line 701: | ||
|| Yes | || Yes | ||
|- | |- | ||
|| | || [[File:Implanter0.png|64x64px]] | ||
|| Death Acidifer Implant | || Death Acidifer Implant | ||
|| Completely melts the user including all of their equipment on use or death. Suspiciously only used after most operatives have been stripped. | || Completely melts the user including all of their equipment on use or death. Suspiciously only used after most operatives have been stripped. | ||
|| 4 | || 4 | ||
|| | || Yes† | ||
|- | |- | ||
|| [[File:Box of doom.png|64x64px]] | || [[File:Box of doom.png|64x64px]] | ||
Line 707: | Line 719: | ||
|| Yes | || Yes | ||
|- | |- | ||
|| [[File: | || [[File:Freedom.png|64x64px]] | ||
|| Freedom Implanter | || Freedom Implanter | ||
|| An implanter that, once injected, allows the user to escape cuffs up to three times on demand. | || An implanter that, once injected, allows the user to escape cuffs up to three times on demand. | ||
Line 713: | Line 725: | ||
|| Yes | || Yes | ||
|- | |- | ||
|| [[File: | || [[File:Portal.png|64x64px]] | ||
|| Scram Scrambler | || Scram Scrambler | ||
|| A 2-use implant which teleports you within a large radius. Attempts to teleport you onto a unobstructed tile. Whether that tile is next to your fellow operatives or inside a minibomb is up to the gods to decide. | || A 2-use implant which teleports you within a large radius. Attempts to teleport you onto a unobstructed tile. Whether that tile is next to your fellow operatives or inside a minibomb is up to the gods to decide. | ||
Line 719: | Line 731: | ||
|| Yes | || Yes | ||
|- | |- | ||
|| [[File: | || [[File:Grey backpack.png|64x64px]] | ||
|| Storage Implanter | || Storage Implanter | ||
|| An implanter that, once injected, allows the user to access a subdermal storage bag that can hold up to | || An implanter that, once injected, allows the user to access a subdermal storage bag that can hold up to 9 grids. | ||
|| 8 | || 8 | ||
|| No | || No | ||
|- | |- | ||
|| [[File: | || [[File:Microbomb.png|64x64px]] | ||
|| Macro Bomb Implanter | || Macro Bomb Implanter | ||
|| An implanter that, once injected, will cause the user to detonate in a large explosion upon death. Large area of effect and large potential for team fragging. Use with caution. 5 second fuse time after flat lining. | || An implanter that, once injected, will cause the user to detonate in a large explosion upon death. Large area of effect and large potential for team fragging. Use with caution. 5 second fuse time after flat lining. | ||
Line 763: | Line 775: | ||
|| Monkey Reinforcement Teleporter | || Monkey Reinforcement Teleporter | ||
|| Call in a trained monkey to assist you. Comes with some drip and a cigarette. Monkey agents are supposed to follow your orders. Results may vary. | || Call in a trained monkey to assist you. Comes with some drip and a cigarette. Monkey agents are supposed to follow your orders. Results may vary. | ||
|| | || 6 | ||
|| Yes | || Yes | ||
|- | |- | ||
|| [[File:Old-radio-urist.png|64x64px]] | || [[File:Old-radio-urist.png|64x64px]] | ||
|| Reinforcement Teleporter | || [[Reinforcement Teleporter]] | ||
|| 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. | || 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. | ||
|| 14 | || 14 | ||
|| No | |||
|| | |- | ||
|| [[File:Old-radio-nukeop.png|64x64px]] | |||
|| [[Nuclear Operative]] Reinforcement | |||
|| A radio that calls in a [[Nuclear Operative]] of variable quality. They come equipped with a [[Syndicate Hardsuit]], Death Acidifier, Pin pointer, Viper, Nukie gas mask, Combat gloves, Chest rig, Combat Knife and carp plush. It is their job to assist you in whatever operation or objectives you are campaigning on. | |||
|| 35 | |||
|| Yes† | |||
|- | |- | ||
|| [[File:Old-radio-borg-assault.png|64x64px]] | || [[File:Old-radio-borg-assault.png|64x64px]] | ||
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Dont forget welding fuel!!! | Dont forget welding fuel!!! | ||
|| 65 | || 65 | ||
|| | || Yes† | ||
|- | |- | ||
|} | |} | ||
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|| Chaplain | || Chaplain | ||
|- | |- | ||
|| | || [[File:Chimpbase.png|64x64px]] | ||
|| CHIMP Handcannon upgrade chip | || CHIMP Handcannon upgrade chip | ||
|| Once inserted into a CHIMP Handcannon, it allows the device to fire Omega particles. Omega particles can cause anomalies to go super critical, and they deal a moderate amount of burn damage on hit. | || Once inserted into a CHIMP Handcannon, it allows the device to fire Omega particles. Omega particles can cause anomalies to go super critical, and they deal a moderate amount of burn damage on hit. | ||
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|| Botanist | || Botanist | ||
|- | |- | ||
|| | || [[File:Monkey cube box.png|64x64px]] | ||
|| Syndicate Sponge Box | || Syndicate Sponge Box | ||
|| A box of 6 monkey cubes that, once rehydrated, transforms into a random hostile wildlife creature. | || A box of 6 monkey cubes that, once rehydrated, transforms into a random hostile wildlife creature. | ||
Line 862: | Line 879: | ||
|| Zookeeper, Science department, Chef | || Zookeeper, Science department, Chef | ||
|- | |- | ||
|| | || [[File:Capgun.png|64x64px]] | ||
|| Fake Cap Gun | || Fake Cap Gun | ||
|| A disguised cap gun loaded with .45 Magnum Armor Piercing. Can fire both magnum rounds and cap gun rounds. Despite being a clown exclusive item, clowns cannot use this weapon, since it is a lethal firearm. | || A disguised cap gun loaded with .45 Magnum Armor Piercing. Can fire both magnum rounds and cap gun rounds. Despite being a clown exclusive item, clowns cannot use this weapon, since it is a lethal firearm. | ||
Line 894: | Line 911: | ||
|| Yes | || Yes | ||
|- | |- | ||
|| | || [[File:Sissorcs.png|64x64px]] | ||
|| Barber Scissors | || Barber Scissors | ||
|| MAKE THEM ALL BALD. | || MAKE THEM ALL BALD. | ||
Line 924: | Line 941: | ||
|| Yes | || Yes | ||
|- | |- | ||
|| [[File: | || [[File:Green nukie scarf.png|64x64px]] | ||
|| Striped Syndicate Scarfs | || Striped Syndicate Scarfs | ||
|| A valid way of keeping warm | || A valid way of keeping warm | ||
Line 954: | Line 971: | ||
|| Yes | || Yes | ||
|- | |- | ||
|| | || [[File:Capgun.png|64x64px]] | ||
|| Cap gun | || Cap gun | ||
|| A normal cap gun. Not to be confused with the fake cap gun, which can use lethals. | || A normal cap gun. Not to be confused with the fake cap gun, which can use lethals. | ||
Line 960: | Line 977: | ||
|| Yes | || Yes | ||
|- | |- | ||
|| | || [[File:Syndie balloon.png|64x64px]] | ||
|| Syndie Baloon | || Syndie Baloon | ||
|| Watch Sec scream with fear as you approach with this inflatable terror. | || Watch Sec scream with fear as you approach with this inflatable terror. | ||
Line 976: | Line 993: | ||
†Exclusive to nukeops | †Exclusive to nukeops | ||
Last price check and update was performed on | Last price check and update was performed on 16 October 2024 | ||
== Traitor Strategy == | |||
<!-- Should this be moved to another page? --> | |||
=== Syndicate gear effectiveness === | |||
[https://m.youtube.com/watch?v=oyFg6Oa9n5c This video shows multiple types of armor and how effective they are.] | |||
[https://m.youtube.com/watch?v=AJpLlXCT0hY This video shows the different weaponry and other things the syndicate uplink holds.] | |||
[https://m.youtube.com/watch?v=dWO0TYQvs4U This video shows mutliple job specific items that are available for traitors with that specific job.] | |||
Credits to Liltenhead for these guides. | |||
=== Strategy === | |||
<big><u>'''FOR [[Nuclear Operative]]s PLEASE SEE HERE'''</u></big> | |||
* Buying from the uplink makes a "cha-ching" sound. Contrary to belief, this sound is not audible to nearby players. | |||
* Since traitors only start with 20 TC, they must <s>neutralize</s> collaborate with other agents in order to purchase high-value uplink items, or must be wise with their budget. | |||
* Purchase what you need only when you need it. Security can search you and certainly find a weapon or grenade your bag. | |||
* Keep your PDA locked when you don’t need it. You can unlock it by setting the ringtone to the code you are assigned when you first roll traitor. | |||
* <s>Spend all your TC on a surplus box only to receive syndicate stamps</s> |
Latest revision as of 21:53, 27 October 2024
To help them achieve their objectives, some antagonists, including traitors and nuclear operatives, have access to an uplink from which they can purchase contraband from the Syndicate with telecrystals (TC). For traitors, the uplink is accessible through their PDA. For nuclear operatives, they have a separate uplink radio.
Using the Uplink
For Nuclear Operatives, the uplink radio begins in your pocket with 40 TC. For traitors, you must enter a code into your PDA's ringtone setting that is given to you when you are selected as a traitor. This will enable two extra settings: one to access your uplink and one to close it, randomising your ringtone. As a traitor, you start with 20 TC.
You may spend TC on various items which will appear variously in your hands or on the ground by you. You can also extract telecrystals to give to a syndicate friend.
Some items cost may change depending on if you are a traitor or a Nuclear Operative, to compensate for the two playstyles. Additionally, some items are unique between traitors and Nuclear Operatives, and sometimes even unique for various jobs traitors may have.
Uplink Discounts
Every round two to three items in a traitor's uplink may be discounted. Each item has one of 3 discount rarities, and is discounted by a random amount within a unique range. Nuclear Operatives do not get to take advantage of this system.
Discount Type | Purpose | Weight |
---|---|---|
Usual Discount | This is for commonly used items that could be discounted for some variation in gameplay. | 80/100 |
Rare Discount | This is for items that are rarely used. In this category, items may be discounted to 1 TC to encourage usage of these overlooked items. | 18/100 |
Very Rare Discount | This is for VERY useful and dangerous items such as the emag and Agent ID. If one of these is discounted, it | 2/100 |
Uplink Catalog
Weapons
Image | Name | Description | Cost (TC) | NukeOps |
---|---|---|---|---|
Surplus Rifle | A weapon of a bygone era. A huge bolt action rifle with medicore damage and low fire rate. The weapon has a 10 round internal magazine. Its biggest upside is the cost. Fires .30 rifle ammo | 1 | Yes | |
Energy Dagger | A pen, that upon activation, turns into an energy dagger. The energy dagger makes less noise and does less damage than a full energy sword, however, it's easier to conceal and it is much cheaper. | 2 | Yes | |
Viper | A small, easily concealable, automatic pistol chambered in .35 auto. Retrofitted with a fully automatic receiver. Use pistol magazines. | 3 | Yes | |
Cobra | A rugged, robust operator handgun with an inbuilt silencer. Chambered in .25 caseless, this weapon leaves no trace. Uses pistol magazines. The impact of the bullets is louder then the gun itself. | 4 | Yes | |
throwing knives | A set of 4 syndicate branded throwing knives, perfect for imbedding into the body of your victims. | 6 | Yes | |
Energy Shield | A close cousin to the Energy Sword, the Energy Shield is an ignitable plasma shield that deflects almost all lasers and energy based projectiles. Additionally, like other shields, it also blocks a good portion of other incoming damage. | 8 | Yes | |
Gloves of the North Star | A pair of blue gloves that drastically increases your punching speed. Deals brute damage. | 8 | Yes | |
Energy Sword | A concealable and dangerous plasma sword. Can stored and easily concealed when turned off. Has a decent chance to reflect lasers and bullets. Igniting the sword makes a loud, unmistakable sound. | 8 | Yes | |
Python | A loud and deadly revolver. Uses .45 Magnum, and comes loaded with AP ammo. Has an internal cylinder magazine, and must be unloaded before reloading. AP bullets ignore all damage resistance of armor. | 8 | Yes | |
Disposable Ballistic Turret | A yellow toolbox that, when struck, deploys into a sentry turret that targets anyone that is not apart of the syndicate. The turret fires .35 auto at slow pace with near perfect accuracy. | 6 | No | |
Sniper Bundle | A briefcase containing a Hristov, a powerful antimaterial rifle; a box with 10 bullets, a red tie, gloves, and a lawyer suit. The Hristov has an internal magazine of 5 bullets, so you can reload this weapon twice with this bundle. Sadly one of the worst guns you can buy. | 12 | Yes | |
C-20r Bundle | A dufflebag containing a loaded C-20r SMG and two spare magazines. The C-20r is a fast firing .35 auto SMG that automatically ejects spent magazines, reducing overall downtime between reloads. | 17 | Yes | |
Double Bladed Energy Sword | A much more expensive counter part to the normal energy sword: with a much higher reflection chance, larger attack angle, higher structural damage, and faster swing. Makes a lot of noise when used or turned on.
CURRENTLY DISABLED AND UNOBTAINABLE |
20 | No | |
Bulldog Bundle | A dufflebag with a loaded Bulldog shotgun, two .50 pellet drum magazines, and a .50 beanbag magazine. The Bulldog is a powerful, fast firing and fully-automatic magazine fed shotgun. This weapon performs well against most targets and is lethal in close quarters. | 20 | Yes | |
China-lake Bundle | A dufflebag with a China-Lake grenade launcher loaded with 3 frag grenades in the internal magazine. The bag also includes 4 blast grenades and 4 frag grenades. The grenades are exclusively designed to be fired from this weapon, and sport a dangerously large area of effect. Use with caution. | 25 | Yes | |
L6 Saw Bundle | A dufflebag with a loaded L6 SAW and a spare boxmag. The L6 is a fully automatic machinegun that excels at throwing rounds down range. This weapon is very inaccurate, so tougher targets may need to be engaged in close quarters. This weapon may be wielded for slightly better accuracy. | 30 | Yes |
Ammo
Explosives
Wearables
Image | Name | Description | Cost (TC) | NukeOps |
---|---|---|---|---|
Syndicate Over-Ear Headset | A not-so-subtle blood red headset. Comes with a syndicate encryption key, and can support 4 other encryption keys being inserted into it. | 1 | Yes | |
Shoulder Holster | Red shoulder straps that can hold 7 slots of normal sized weapons and ammo. | 1 | Yes | |
Chest Rig | Explosion-resistant tactical webbing used for holding traitor goods. | 1 | Yes | |
Syndicate backpack | Lightweight explosion-proof a backpack for holding various traitor goods. | 2 | Yes | |
Syndicate Visor | The syndicate's professional heads-up display, designed for better detection of fellow syndicate agents. Proceed to chinalake them anyway! | 2 | Yes | |
Syndicate EVA Bundle | A dufflebag that contains an EVA suit, helmet, gasmask and double emergency oxygen tank. Offers no protection asides from space. | 2 | Yes | |
Conducting Gloves | Looks exactly like insulated gloves, but shocks you far worse than if you had nothing at all! Best given as a gift to a passenger you really don't like. | 2 | Yes | |
No Slip Shoes | A pair of chameleon shoes that protects you from slipping. A deceptively powerful item. | 2 | Yes | |
Black Jetpack | A black and red jetpack that allows you to fly in space. | 2 | Yes | |
Voice Mask | A chameleon tech gasmask that can alter the wearer's voice to sound like anyone they want. | 2 | Yes | |
Web Vest | A armor vest that provides strong ballistic protection, and serviceable protection against slashing and blunt attacks. Webbing provides internal pockets with similar space to a jacket. Does not protect against space. | 3 | Yes | |
Carp Hardsuit | An ordinary carp suit now with space faring capabilities, so that you can fully make your carp dream come true!!! | 4 | Yes | |
Chameleon Kit | A backpack full of chameleon tech clothing and accessories. Chameleon tech allows the user to change the appearance of the related item, allowing them to disguise as any job on the station, and more. Synergies well with an Agent ID. | 4 | Yes | |
Blood Red Magboots | Mag boots that prevent slipping. Has an integrated jetpack with a low amount of fuel. Magboots only slow the user down slightly when active. | 4 | Yes | |
Thieving Gloves | A pair of black gloves that greatly aid in one's thieving skills. Allows the thief to discreetly pick items off a target without alerting the victim. Gloves are not insulated, and do not support chameleon technology. | 4 | Yes | |
Syndicate Hardsuit | A dufflebag that contains the infamous blood-red hardsuit used by Syndicate operatives. Lightweight with robust armor. Also comes with some gloves, a gasmask and an airtank. | 8 | Yes | |
Syndicate raid suit | A dufflebag that contains the newly devised syndicate raid suit. Capable of sustaining heavy damage with minimal slowdown. Space faring ability not included any and all harm from doing so is liable solely on the user please contact 1900 donk co for any complaints. Also comes with some gloves, a gasmask and a sick helmet. | 8 | Yes† | |
Cybersun Juggernaut Suit | A super heavy suit that, by the name implies, will make you a walking juggernaut. The only thing that will be slowing you down is the suit. And tasers. And poison. Space capable, but does not come with an airtank or gasmask. | 12 | Yes | |
Syndicate Elite Hardsuit | A dufflebag that contains An elite version of the blood-red hardsuit, with improved mobility and fireproofing. Property of the gorlex marauders.. Also comes with some gloves, a gasmask and an airtank. | 12 | Yes |
Chemicals
Image | Name | Description | Cost (TC) | NukeOps |
---|---|---|---|---|
Hypo Dart | markable dart with an enlarged reservoir for chemicals. It can store up to 7u of reagents in itself, and instantly inject when it hits the target. Starts empty.
A syndicates best friend for dealing with deathsquad scum. |
2 | Yes | |
Syndicate Smokes Packet | A pack of 5 cigarettes, infused with nicotine and omnizine. Smoking these cigarettes will slowly heal your wounds over time. | 2 | Yes | |
Chemical Synthesis Kit | A starter kit for the aspiring chemist, includes 3 vials of vestine, a beaker, and a set of chemist goggles. Perfect for all your lexorin foam grenade needs! | 4 | Yes | |
Hyperzine Injector | A stimulant injector, containing 30u of hyperziene enough chems to keep you running fast and resistant to stuns for 30 seconds. Unlike other stimulants, this chemical mix does not poison you and can keep you alive in dire situations. | 4 | Yes | |
Combat Medipen | A combat injector containing 25u of Omninzine and 5u of Tranexamic Acid. This will stop bleeding and heal all types of injuries. | 4 | Yes | |
Combat Medical Kit | A black medical kit with
More than enough chems and bandages to keep you in the fight. |
5 | Yes | |
Nocturine Bottle | A 30u bottle filled with Nocturine, a chemical that forces sleep if over 8 units of the reagent is in the system. | 6 | Yes | |
Hypopen | A miniature hypospray that's disguised as a pen. Capable of holding 10u of reagent and able to instantly inject 5u at a time. Able to be hidden inside a PDA. | 6 | Yes | |
Hyperziene Injector Kit | A white medkit containing 6 microinjectors. Each injector contains 15u of hyperzine and has about half the duration of a full injector. | 12 | Yes | |
Medical Bundle | A dufflebag containing a combat medkit, a defibrillator, three combat medipens, some latex gloves, and a syringe of tranexamic acid and hyroalin. A powerful purchase for a savvy Agent. | 20 | Yes† | |
Syndicate Zombie Bundle | An all-in-one kit for unleashing the undead upon a station. Comes with one syringe of Romerol, a python loaded with .45 Magnum, a box of .45 Incendiary ammo, One Ambuzol+ Pill, and three Ambuzol regular pills. | 40 | Yes† |
Deception
Disruption
Image | Name | Description | Cost (TC) | NukeOps |
---|---|---|---|---|
Soap | A red soap bar, engraved with syndicate markings. A powerful slipping device, with a higher slipping velocity and stun time than most other soaps due to its suspicious ingredients. | 1 | Yes | |
Toolbox | A suspicious black and red toolbox that contains insulated black gloves, a syndicate gasmask (which functions as a welding mask), and a full set of tools. The toolbox also functions as a powerful blunt weapon. | 2 | Yes | |
Jaws of Life | A tool that can pry open any door on the station that's not bolted; however, it takes a few moments to work. This tool makes a loud and distinct sound when it forces open a door. | 2 | Yes | |
Dehydrated Space Carp | Just add water to have your very own hungry space carp. You must pet the carp prior to re-hydration to be immune to its vengeance. | 2 | No | |
Slipocalypse Clustersoap | Scatters around small pieces of syndicate-brand soap after being thrown, these pieces of soap evaporate after 60 seconds.
kinda looks like pieces of bubble gum. |
2 | Yes | |
Radio Jammer | A device that will prevent any nearby outgoing radio communications when activated. Has a medium battery with about 100 seconds of use. | 3 | Yes | |
Camera Bug | A handheld device that allows you to view cameras, thereby allowing you to plan your actions much better or use them for tracking, ambushes, etc. | 4 | Yes | |
Martyr Cyborg Module | Turn your emagged borg friend into a walking bomb! | 4 | Yes | |
Surgical Duffel Bag | A dufflebag that contains a fullset of advance surgery tools. Currently, surgery hasn't been implemented, so the most impressive tool from this bundle is the circular saw. | 4 | Yes | |
Weapon Cyborg Module | This module will give a cyborg an reachable viper and energy dagger. | 5 | Yes | |
Power Sink | A device that drains a lot of power from the station before exploding. Must be anchored onto a wire to drain power. | 8 | Yes | |
Cryptographic Sequencer (EMAG) | The all-in-one hacking solution. Breaks doors, jailbreaks machines, mind control cyborgs, and more! Has three charges that regenerate over time. | 8 | Yes | |
Singularity Beacon | A device that attracts singularities. Has to be anchored and powered. Causes singularities to grow when consumed. CAUTION may blow up when damaged.
SINGUOLOOOSEE!!!! |
12 | Yes | |
Antimov Law Circuit | A very dangerous lawset that allows the A.I. to kill anyone and everyone. Im sorry Dave I'm afraid I can't do that.. | 14 | Yes 24* |
Implants
Allies
Image | Name | Description | Cost (TC) | NukeOps |
---|---|---|---|---|
Syndicate pAI | A blood-red personal AI device. The perfect companion for when you're on the run. Comes equipped with access to the Syndicate communication network. Usefulness not guaranteed. | 1 | Yes | |
SyndiCat Teleporter | Call in a handy cat equipped with a microbomb implant. Explodes when seriously injured. Can bite painfully.
Mrrowow :3 |
6 | Yes | |
Monkey Reinforcement Teleporter | Call in a trained monkey to assist you. Comes with some drip and a cigarette. Monkey agents are supposed to follow your orders. Results may vary. | 6 | Yes | |
Reinforcement Teleporter | 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. | 14 | No | |
Nuclear Operative Reinforcement | A radio that calls in a Nuclear Operative of variable quality. They come equipped with a Syndicate Hardsuit, Death Acidifier, Pin pointer, Viper, Nukie gas mask, Combat gloves, Chest rig, Combat Knife and carp plush. It is their job to assist you in whatever operation or objectives you are campaigning on. | 35 | Yes† | |
Syndicate Assualt Cyborg Teleporter | A lean, mean killing machine with access to an Energy Sword, LMG, Cryptographic Sequencer, and a Pinpointer.
Dont forget welding fuel!!! |
65 | Yes† |
Surplus Crates
Job Specific
Pointless
†Exclusive to nukeops
Last price check and update was performed on 16 October 2024
Traitor Strategy
Syndicate gear effectiveness
This video shows multiple types of armor and how effective they are.
This video shows the different weaponry and other things the syndicate uplink holds.
This video shows mutliple job specific items that are available for traitors with that specific job.
Credits to Liltenhead for these guides.
Strategy
FOR Nuclear Operatives PLEASE SEE HERE
- Buying from the uplink makes a "cha-ching" sound. Contrary to belief, this sound is not audible to nearby players.
- Since traitors only start with 20 TC, they must
neutralizecollaborate with other agents in order to purchase high-value uplink items, or must be wise with their budget. - Purchase what you need only when you need it. Security can search you and certainly find a weapon or grenade your bag.
- Keep your PDA locked when you don’t need it. You can unlock it by setting the ringtone to the code you are assigned when you first roll traitor.
Spend all your TC on a surplus box only to receive syndicate stamps