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 all sorts of illegal goodies from [[Syndicate|The Syndicate]]. For traitors, the '''uplink''' is accessible through their PDA. Some items are only available when playing certain [[Jobs|jobs]].
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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== Syndicate gear effectiveness ==
== 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.


[https://m.youtube.com/watch?v=oyFg6Oa9n5c This video shows multiple types of armor and how effective they are.]
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.


[https://m.youtube.com/watch?v=AJpLlXCT0hY This video shows the different weaponry and other things the syndicate uplink holds.]
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.


[https://m.youtube.com/watch?v=dWO0TYQvs4U This video shows mutliple job specific items that are available for traitors with that specific job.]
=== 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.


Credits to Liltenhead for these guides.
{| 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
|}


== Strategy ==


* 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>
{{Important
|Title=Stub
|Note=Looks like the article engineers are still writing this page. This page is a stub, meaning it is incomplete and/or lacking information.
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== 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.
  || 6
  || 6
  || Yes
  || Yes
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.
  || 8
  || 6
  || No
  || No
|-
|-
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  || 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.  
  || 20
  || 17
  || Yes
  || Yes
|-
|-
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|-
|-
  || [[File:China Lake.png|64x64px]]
  || [[File:China Lake.png|64x64px]]
  || China-Lake Bundle
  || [[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. Stealthy.
  || 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
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  || 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†
  || 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!
  || 1
  || 1
  || Yes
  || Yes
Line 227: Line 227:
  || Yes
  || Yes
|-  
|-  
||
|| [[File:Fire grenade.png|64x64px]]
  || incediary grenade
  || 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
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  || 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.
  || 6
  || 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.
  || 1  
  || 1  
  || Yes
  || Yes
|-
|-
||  
|| [[File:Syndi backpack.png|64x64px]]
  || Syndicate backpack
  || Syndicate backpack
  ||
  || Lightweight explosion-proof a backpack for holding various traitor goods.
  || 2  
  || 2  
  || 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!
  || 2
  || 2
  || 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.
  || 2
  || 2
  || Yes
  || Yes
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  || 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 Raid Suit
  || [[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
  || 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]]
|| hypodart
|| Hypo Dart
|| A seemingly unremarkable 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.  
|| 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]]
  || Stimpack
  || 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.  
  || 8
  || 4
  || Yes
  || Yes
|-
|-
Line 488: Line 489:
|-
|-
|| [[File:Stimpack kit.png|64x64px]]
|| [[File:Stimpack kit.png|64x64px]]
  || Stimpack kit
  || Hyperziene Injector Kit
  || A white medkit containing 6 micro stimpacks. Each stimpack has about half the duration of a full stimpack.  
  || 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
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|-
|-
  || [[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
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  || 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.  
  || 4
  || 1
  || Yes
  || Yes
|-
|-
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  || 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.
  || 4
  || 4
  || Yes
  || Yes
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  || 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!
NUKIES REAL!!!
  || 6
  || 6
  || 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".
  || 7
  || 7
  || Yes
  || Yes
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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.
  || 3
  || 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!
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  || 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.  
  || 5
  || 4
  || Yes
  || Yes
|-
|-
||  
|| [[File:Syndicate borg module.png|64x64px]]
  || Weapon Cyborg Module
  || Weapon Cyborg Module
  || This module will give a cyborg an advanced laser and not so advanced machete.
  || This module will give a cyborg an reachable viper and energy dagger.
  || 5
  || 5
  || Yes
  || Yes
Line 661: Line 669:
  || Yes
  || Yes
|-
|-
||  
|| [[File:Singularity beacon.png|64x64px]]
  || Singularity Beacon
  || 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.  
  || A device that attracts singularities. Has to be anchored and powered. Causes singularities to grow when consumed. CAUTION may blow up when damaged.  
Line 668: 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 676: 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
  || Yes†
|-
|-
  || [[File:Implanter0.png|64x64px]]
  || [[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 688: 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
  || Yes†
|-
|-
  || [[File:Box of doom.png|64x64px]]
  || [[File:Box of doom.png|64x64px]]
Line 706: Line 719:
  || Yes
  || Yes
|-
|-
  || [[File:Implanter0.png|64x64px]]
  || [[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 712: Line 725:
  || Yes
  || Yes
|-
|-
|| [[File:Implanter0.png|64x64px]]
|| [[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 718: Line 731:
  || Yes
  || Yes
|-
|-
  || [[File:Implanter0.png|64x64px]]
  || [[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 4 small items.
  || 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:Implanter0.png|64x64px]]
  || [[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 762: 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.
|| 8
|| 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  
(35)
|| No
  || Yes
|-
|| [[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]]
Line 777: Line 795:
Dont forget welding fuel!!!
Dont forget welding fuel!!!
|| 65
|| 65
|| Yes
|| Yes†
|-
|-
|}
|}
Line 831: Line 849:
  || 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.  
Line 855: Line 873:
  || 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 861: 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 893: Line 911:
  || Yes
  || Yes
|-
|-
  ||
  || [[File:Sissorcs.png|64x64px]]
  || Barber Scissors
  || Barber Scissors
  || MAKE THEM ALL BALD.
  || MAKE THEM ALL BALD.
Line 923: Line 941:
  || Yes
  || Yes
|-
|-
|| [[File:Syndie scarf.png|64x64px]]
|| [[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 953: 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 959: 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 975: Line 993:
†Exclusive to nukeops
†Exclusive to nukeops


Last price check and update was performed on 1 December 2023
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

Image Name Description Cost (TC) NukeOps
Pistol Magazine (.35 auto) A pistol magazine with 10 rounds of .35 auto. Compatible with the Viper and Mk 58. 1 Yes
Pistol Magazine (.25 caseless) A pistol magazine with 10 rounds of .25 caseless ammo. Compatible with the Cobra. Leaves no round casings on the floor. 1 Yes
Box of .30 Rifle Bullets A box of 50 rounds for the surplus rifle. 1 Yes
Box of .60 Anti-Material Bullets A box with 10 rounds for the Hristov sniper rifle. 2 Yes
SMG Magazine A SMG Magazine with 30 rounds of .35 Auto. Compatible with the C-20r and Drozd. 2 Yes
Speed Loader (.45 magnum AP) A speedloader for .45 caliber revolvers. Comes with 6 Armor Piercing (AP) rounds. AP ammunition completely ignores the damage resistance of a target's armor, making them potentially easier to kill. 3 Yes
Ammo Bundle A dufflebag containing four .35 auto SMG magazines, four .50 pellet drum mags, and two L6 SAW mag boxes. An efficient and must have purchase for sustaining the war against Nanotrasen. 15 Yes†

Explosives

Image Name Description Cost (TC) NukeOps
Flashbang A flashbang. Temporarily blinds people without proper eye protection and drastically reduces their speed for a moderate duration. Impressive area of effect. 1 Yes
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! 1 Yes
EMP Grenade A throwable grenade with a nonlethal effect. The explosion instantly drains all batteries and device charges within the area of effect. People caught within the explosion are not able to use their earpiece for a short duration. Moderate effect range. 2 Yes
C4 An explosive device that can be attached to walls, dealing high structural damage without spacing the floor. Good for breaching walls and destroying machines. Can be set to have a variable time trigger (minimum 10 seconds) or linked to a remote detonator. The device is armed when it is planted. Moderate explosive range. 2 Yes
Whitehole Grenade A grenade that repels everything not bolted down away from the center of the "explosion". The repelling force is moderately strong, and most humanoids can't walk thru singularity of the grenade. However, the grenade does no damage, does not spill any containers, and has a short duration. Does not explode. 3 Yes
incendiary grenade Releases a spray of incendiary fragments, igniting anyone near the detonation area. 4 Yes
Exploding Pen A small, easily concealable pen with an explosive inside it. It has a very small blast radius; however, the explosive is able to critically injure any unarmored target at the center of the blast. Unlike most other grenades, the pen does not emit a beeping noise when armed. 4 Yes
shrapnel grenade Launches a spray of sharp fragments dealing great damaged against unarmored targets. 4 Yes
Explosive Grenade A 3.5 second fuse high explosive grenade. Deals low structural damage, but deals lethal damage against most foes caught within the blast. Moderate blast range. 4 Yes
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. 5 Yes
Electrical Disruptor Kit A large cardboard box that contains 3 EMP grenades and an EMP implanter, for an effective total of 6 EMP explosives. Buying this bundle would save you 3 telecrystals when compared to buying the items individually. 6 Yes
Supermatter Grenade A grenade that creates a strong gravity well that sucks anything nearby into a vortex. The effect finishes with a powerful explosion, with a yield similar to a minibomb. Has a high chance of tossing matter out of the vortex, which reduces its potential lethal effect. 6 Yes
Syndicate Minibomb A powerful explosive with incredible damage, but limited by its small blast radius. A perfect tool designed for destroying a machine, a body, or whatever else needs to go. 5 second fuse time. 6 Yes
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 Yes
Syndicate Bomb A large, difficult to defuse bomb that detonates in a huge, structurally devastating explosion if not disarmed in time. A useful and lethal distraction with a 180 second timer. Starts unanchored when purchased, but bolts upon being armed. Makes a dreaded beeping noise as the timer goes down. 11 Yes
Grenadier Chest Rig A tactical chest rig stuffed with explosive devices. This web vest contains
  • 4 Explosive grenades
  • 2 Syndicate minibombs
  • 2 EMP grenades

and saves 20 TC in total cost for the explosives.

12 Yes†
Syndicate C-4 Bundle A bundle of 8 C-4 explosives. Comes with a free blood red dufflebag. 12 Yes

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
  • 10 Medicated sutures
  • 10 Regenerative meshes
  • 1 Epinephrine pen
  • 1 Bicardine pen
  • 1 Dermaline pen

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

Image Name Description Cost (TC) NukeOps
Cybersun Pen A High-tech pen with a diamond edged tip. A serviceable and concealable melee weapon that doubles as a screwdriver and a functional pen. Maybe ineffective against armored opponents. 1 Yes
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. 1 Yes
Fake Nuclear Disk A fake nuclear disk that looks like and has the same description as the real nuclear disk. Can only be identified by attempting to insert it into the nuke, scanning it with an appraisal tool, or, more commonly, using the pinpointer. 1 Yes
Extra-Bright Lantern An extremely bright lantern that can also be actively used as a flash. Holds 15 charges. 2 Yes
Syndicate Encryption Keys A box with two encryption keys that grant access to the Syndicate radio frequency. These keys can be inserted into the vast majority of earpieces. Give one to a trusted friend to communicate discreetly! 2 Yes
Agent ID Card A special ID card that can copy the accesses from other ID cards. With this card, you can change your ID name, job title, and job icon at will . 3 Yes
Lobbying Bundle A brown briefcase with
  • 30,000 Spessos
  • A syndicate encryption key
  • Syndicate red phone
  • Jensen coat
  • Tacticool jumpsuit
  • Combat gloves
  • A syndicate hand flag

This bundle is for when you're either really good for words or just need to buy a few guns with benefits.

4 Yes
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. 4 Yes
Stealth Box A cardboard box outfitted with stealth technology. Has a stealth distortion field that weakens with movement. You can fit 4 people inside of one stealth box. 5 Yes
Decoy Kit State-of-the-art distraction technology straight from RND. Comes with 5 realistic balloons, four decoy grenades and some snap poppers!

NUKIES REAL!!!

6 Yes
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". 7 Yes

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

Image Name Description Cost (TC) NukeOps
Micro Bomb Implanter Explode on death or manual activation with this implant. Destroys the body along with all equipment worn. 2 Yes†
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. 2 Yes
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. 4 Yes†
Box of Deathrattler Implants A cardboard box with 5 death rattler implants and 5 GPS devices. Death rattlers give a notification on the syndicate radio comms when an implanted user goes critical or perishes, and provides GPS coordinates. 4 Yes†
DNA Scrambler An implanter that, once injected, allows the user to instantly randomize their phenotype on demand. The user retains their basic race, however, all other attributes will be randomized including name, gender, skin tone, and hair. Your new identity will not be on the manifest. 5 Yes
Freedom Implanter An implanter that, once injected, allows the user to escape cuffs up to three times on demand. 5 Yes
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. 6 Yes
Storage Implanter An implanter that, once injected, allows the user to access a subdermal storage bag that can hold up to 9 grids. 8 No
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. 13 Yes†


Holoparasite Kit A cardboard box containing a Holoparasite Injector, terms and service, and a troublemaker's softcap. A holoparasite is a sentient guardian, capable of punching at rapid speeds. The parasite can remain inside the host, or can be deployed to a short distance. The parasite shares damage with its host. 14 No

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

Image Name Description Cost (TC) NukeOps
Syndicate Surplus Crate Contains 50 telecrystals worth of completely random Syndicate items. It can be useless junk or really good. Some items are blacklisted from the surplus crates. If you feel always having the same plan is bland, buy this. (And probably regret it.) 20 No
Syndicate Super Surplus Crate Contains 125 telecrystals worth of completely random Syndicate items. Requires the pooling of at least two "cooperating" syndicate agents to purchase. 40 No

Job Specific

Image Name Description Cost (TC) Job
Explosive Banana Peel A banana, that once peeled at set, explodes and deals a minor amount of damage. 2 Clown
Hot Potato A special grenade with a long fuse. This grenade sticks to your hands, and constantly burns you until you hit somebody else with it, passing the curse off to them. The Hot Potato can accumulate a lot of heat damage before detonating. The timer is two minutes long, after which the explosion deals a lot of damage in a small area of effect. 4 Chef, Botanist, Clown, Mime
Necronomicon A book that is capable of summoning a demonic familiar, Cerberus, which is a ghost role. Cerberus is supposed to follow your commands. 4 Chaplain
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. 4 Scientist
Proximity Mine A mine disguised as a wet floor sign. It has a large blast radius and does just enough damage to critically injure somebody not wearing armor. 5 Janitor
Rigged boxing gloves Blue boxing gloves that deals high stamina damage and respectable brute damage. You can effectively stun lock a lone target with these gloves. 5 Passenger, Boxer
Packet of Gatfruit Seeds This packet of seeds slowly grows a tree that produces Gatfruit that, upon consumption, yields a Python with 6 rounds of .45 ammunition. 6 Botanist
Syndicate Sponge Box A box of 6 monkey cubes that, once rehydrated, transforms into a random hostile wildlife creature. 7 Zookeeper, Science department, Chef
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. 9 Clown, Mime
Holoclown kit A clown exclusive holo-parasite. Functions similarly to a normal holoparasite, however, it has two pocket slots and a hand slot. Cannot use guns. 12 Clown
Holy Hand Grenade 'O Lord, bless this thy hand grenade, that with it thou mayst blow thine enemies to tiny bits, in thy mercy.' Massive area of effect and damage with a short fuse. Spaces rooms and destroys walls. The grenade glows bright white, and it sings when armed. Does not deal enough damage to gib by itself. 20 Chaplain

Pointless

Image Name Description Cost (TC) NukeOps
Syndicate Snack Box A harmless, but nukie themed lunchbox with a random toy and some suspicious drinks and snacks. 1 Yes
Barber Scissors MAKE THEM ALL BALD. 1 Yes
Outlaw Glasses A silly glasses and mustache combo. An essential pick for any serious undercover operation. 1 Yes
Outlaw Hat A black brimmed outlaw hat, perfect for challenging any head to a duel right before 12pm. 1 Yes
Operative Jumpsuit / Jumpskirt A cool black and tan jumpsuit used by syndicate operatives. Provides no statistical advantages over a normal jumpsuit. Does not have integrated vitals or coordinate sensors. 1 Yes
Striped Syndicate Scarfs A valid way of keeping warm 1 Yes
Striped Syndicate Scarfs A valid way of keeping warm 1 Yes
Clown Bundle A clown dufflebag containing a full clown costume, PDA, and service earpiece. 2 Yes
Syndicate Rubber Stamp Announce your presence in style by faxing HoP a death threat. A rubber stamp that engraves the "Syndicate" on any piece of paper. 2 Yes
Carp Suit Dufflebag A dufflebag containing a carp costume and 6 carp plushes. Now you can relive your fantasies of being a space fish while sec uses lethals on you. 4 Yes
Syndicate PJ Bundle A dufflebag containing 3 pairs of Syndicate PJs, bedsheets and some random plushes. 4 Yes
Cap gun A normal cap gun. Not to be confused with the fake cap gun, which can use lethals. 4 Yes
Syndie Baloon Watch Sec scream with fear as you approach with this inflatable terror. 20 Yes
Cat Ears UwU 26 Yes

†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 neutralize 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.
  • Spend all your TC on a surplus box only to receive syndicate stamps