Syndicate Uplink: Difference between revisions

From Space Station 14 Wiki
m (added icons for north star gloves and disposable turret)
m (added icons for several explosives)
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  ||[[File:GrenadeEMP.png|64x64px|]]
  || EMP Grenade
  || EMP Grenade
  || A throwable grenade with a nonlethal effect. Explosion instantly drains all batteries and device charges within the area of effect.  People caught within the area of effect are also not able to use their earpiece for a short duration. Moderate area of effect.  
  || A throwable grenade with a nonlethal effect. Explosion instantly drains all batteries and device charges within the area of effect.  People caught within the area of effect are also not able to use their earpiece for a short duration. Moderate area of effect.  
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  ||[[File:Composition C4.png|64x64px|]]
  || C4
  || C4
  || An explosive that can be attached to walls. Deals 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.  Device is armed when it is planted.
  || An explosive that can be attached to walls. Deals 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.  Device is armed when it is planted.
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  ||[[File:GrenadeWhiteHole.png|64x64px]]
  || Whitehole Grenade
  || Whitehole Grenade
  || A grenade that repels everything not bolted down away from the center of the "explosion". Repelling force is moderately strong, 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.
  || A grenade that repels everything not bolted down away from the center of the "explosion". Repelling force is moderately strong, 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.
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  ||[[File:Grenade penguin icon.png|64x64px]]
  ||[[File:Grenade penguin icon.png|64x64px|]]
  || Grenade Penguin
  || Grenade Penguin
  || A grenade that takes the form of an aggressive penguin that explodes upon death, or the end of its fuse. The Penguin ignores syndicate agents. Small, but lethal blast radius.
  || A grenade that takes the form of an aggressive penguin that explodes upon death, or the end of its fuse. The Penguin ignores syndicate agents. Small, but lethal blast radius.
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  || Yes
  || Yes
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  ||[[File:GrenadeSupermatter.png|64x64px]]
  || Supermatter Grenade
  || Supermatter Grenade
  || A grenade that creates a strong gravity well that sucks anything nearby into a vortex. The effect finishes with a powerful explosion, that has a similar yield to a minibomb. Has a high chance of tossing matter out of the vortex, reducing its potential lethal effect.  
  || A grenade that creates a strong gravity well that sucks anything nearby into a vortex. The effect finishes with a powerful explosion, that has a similar yield to a minibomb. Has a high chance of tossing matter out of the vortex, reducing its potential lethal effect.  
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  ||[[File:BombSyndicate.png|64x64px]]
  || Syndicate Bomb
  || 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.  
  || 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.  

Revision as of 01:50, 2 December 2023

To help them achieve their objectives, some antagonists including traitors and nuclear operatives have access to an uplink from which they can purchase all sorts of illegal goodies from The Syndicate. For traitors, the uplink is accessible through their PDA. Some items are only available when playing certain jobs.

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 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.


Stub

Looks like the article engineers are still writing this page. This page is a stub, meaning it is incomplete and/or lacking information.


Uplink Catalog

Weapons

Image Name Description Cost (TC) NukeOps
Surplus Rifle A weapon of a bygone era. A huge bolt action rifle with low damage, low fire rate, and a 10 round internal magazine. Its only upside is that its a cheap gun. Fires .30 rifle ammo 1 Yes
Energy Dagger A pen, that upon activation, turns into an energy dagger. Makes less noise and does less damage than a full energy sword, however, its easier to conceal and is much cheaper. 2 Yes
Viper A small, easily concealable, but somewhat underpowered gun. Retrofitted with a fully automatic receiver. Use pistol magazines (.35 auto). 3 Yes
Cobra A rugged, robust operator handgun with inbuilt silencer. Use pistol magazines (.25 caseless). 4 Yes
Python A loud and deadly revolver. Uses .45 Magnum, and comes loaded with AP ammo. 8 Yes
Energy Sword A concealable and dangerous plasma sword. Can easily be stored and concealed when turned off. Has a decent chance to reflect lasers and bullets. Igniting the sword makes a loud, unmistakable sound. 8 Yes
Gloves of the North Star A pair of gloves that drastically increases your punching speed 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. 8 No
Fire Axe A fireaxe that's capable of setting targets on fire. An efficient tool for destroying walls, machines, and flooring. This tool is able to be wielded with two hands. 10 Yes
Double Bladed Energy Sword A double bladed variant of the energy sword. It has a much higher reflection chance, wider attack angle, faster attack speed, and does more damage, especially structural. However, it must be wielded, is incredibly expensive, and makes a lot of noise. 20 No

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. 1 Yes
Box of .30 Rifle Magazines A box of 50 rounds for the surplus rifle. 1 Yes
Box of .60 anti-material A box with 10 rounds for the Hristov sniper rifle. 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. 2 Yes
SMG Magazine A SMG Magazine with 30 rounds of .35 Auto. Compatible with the C-20r and Drozd. 3 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
EMP Grenade A throwable grenade with a nonlethal effect. Explosion instantly drains all batteries and device charges within the area of effect. People caught within the area of effect are also not able to use their earpiece for a short duration. Moderate area of effect. 2 Yes
C4 An explosive that can be attached to walls. Deals 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. Device is armed when it is planted. 2 Yes
Whitehole Grenade A grenade that repels everything not bolted down away from the center of the "explosion". Repelling force is moderately strong, 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. 3 Yes
Explosive Grenade A 3.5 second fuse high explosive grenade. Deals low structural damage, but deals impressive damage against most foes. Moderate blast range 4 Yes
Grenade Penguin A grenade that takes the form of an aggressive penguin that explodes upon death, or the end of its fuse. The Penguin ignores syndicate agents. Small, but lethal blast radius. 5 Yes
Exploding Pen A small, easily concealable pen with an explosive inside it. Very small blast radius, however, The explosive is able to critically injure any unarmored target at the center of the blast. The pen also does not make a beeping noise, unlike most other grenades. 5 Yes
Syndicate Minibomb A powerful explosive with impressive damage, but has a small blast radius. Capable of spacing rooms. A perfect tool for destroying a machine, a body, or whatever else needs to go. 5 second fuse time. 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, that has a similar yield to a minibomb. Has a high chance of tossing matter out of the vortex, reducing its potential lethal effect. 6 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, and 2 EMP grenades. This bundle saves you 20 telecrystals when compared to the individual cost of the explosives. 12 Yes†
Syndicate C-4 Bundle A bundle of 8 C-4 explosives. Comes with a free blood red dufflebag. 12 Yes

Misc

Image Name Description Cost (TC) NukeOps
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
Syndicate Snack Box A harmless, but nukie themed lunchbox with a random toy and some suspicious drinks and snacks. 1 Yes
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
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
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
Extra-Bright Lantern An extremely bright lantern that can also be actively used as a flash. Holds 15 charges. 2 Yes
Combat Medipen A combat injector containing Omninzine and Tranexamic Acid. This will stop bleeding and heal all types of injuries. 4 Yes
Lobbying Bundle A brown briefcase with 2000 spessos and a pair of sunglasses within it. 4 Yes
Syndicate Segway A wooden shipment crate with a Syndicate Segway and keys to it. 5 Yes
Combat Medical Kit A black medical kit with 10 sutures, 10 meshes, an epi shot, a brute auto injector, and a burn auto injector. 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. 5 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. 6 Yes
Stimpack 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. 8 Yes
Stimpack kit A white medkit containing 6 micro stimpacks. Each stimpack has about half the duration of a full stimpack. 12 Yes

Bundles

Image Name Description Cost (TC) NukeOps
Electrical Disruptor Kit A large cardboard box that contains 3 EMP grenades and an EMP implanter, for an effective total of 6 EMP explosions. Buying this bundle would save you 3 telecrystals. 6 Yes
Sniper Bundle A briefcase containing a Hristov, which is a powerful antimaterial rifle; 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. 12 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†
C-20r Bundle A dufflebag bundle with a loaded C-20r SMG, and two spare magazines. The C-20r is a fast firing .35 auto SMG that automatically ejects spent magazines, which reduces the overall downtime between reloads. 17 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 Surplus Crate Contains 50 telecrystals worth of completely random Syndicate items. It can be useless junk or really good. 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 frag loaded China-Lake grenade launcher, 4 blast grenades, and 4 frag grenades. The China Lake is a old world grenade launcher with an internal magazine that can hold three grenades. The grenades that come with this bundle are exclusively fired from this weapon, and sport a dangerously wide area of affect. 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 with a large ammo pool. Sustained automatic fire can take down even the most armored of opponents, but is incredibly inaccurate beyond close range. This weapon can also be wielded for marginally better accuracy. 30 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†
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

Tools

Image Name Description Cost (TC) NukeOps
Toolbox A suspicious black and red toolbox. 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. Takes a few moments to work and makes a loud sound when the door is forced open. 2 Yes
Dehydrated Space Carp Just add water to have your very own hungry space carp. Must pet it prior to re-hydration to be immune to its targeting. 2 No
Surgical Duffel Bag A dufflebag bundle containing a fullset of advance surgery tools. Currently, surgery hasnt been implemented, so the most impressive tool from this bundle is the circular saw. 4 Yes
Power Sink A device that drains a lot of power from the station before exploding. Must be anchored on a wire to drain power. 8 Yes

Utility

Image Name Description Cost (TC) NukeOps
Syndicate Over-Ear Headset A not-so-subtle blood red earpiece. Comes with a syndicate encryption key, and can support 4 other 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
Black Jetpack A black and red jetpack that allows you to fly in space. 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
Voice Mask A chameleon tech gasmask that can alter the wearer's voice to sound like anyone they want. 2 Yes
Agent ID Card A special ID card that can copy the access from other ID cards. With this card, you can change your ID card name, job title, and job icon at will . 3 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. 4 Yes
Radio Jammer A device that will disrupt and prevent any nearby outgoing radio communications when activated. Has a medium battery with about 100 seconds of uptime. 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
Hypopen A miniature hypospray that's disguised as a pen. Capable of holding 10u of reagent and able to instantly injecting 5u at a time. Able to be stored inside a PDA. 6 Yes
Monkey Reinforcement Teleporter Call in a trained monkey to assist you. Comes with some drip and a cigarette. Results may vary. 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
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
Reinforcement Teleporter A radio that calls in an agent of variable quality. They come equipped with a Viper and Combat Knife. It is their job to assist you in whatever operation or objectives you are campaigning on. 16 Yes

Implants

Image Name Description Cost (TC) NukeOps
EMP Implanter An implanter that, once injected, gives the user the ability to unleash a small EMP burst that disables all nearby electrical equipment like an EMP grenade. Has three uses. 3 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†
Freedom Implanter An implanter that, once injected, allows the user to escape cuffs up to three times on demand. 5 Yes
Storage Implanter An implanter that, once injected, allows the user to access a subdermal storage bag that can hold up to 4 small items. 8 No
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 gender, skin tone, and hair. 10 Yes
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 of team fragging. Use with caution. 20 Yes†

Job

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 alot of damage in a small area of affect. 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 command. 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. Large blast radius and does just enough damage to critically injure an unarmored target. 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 slowly grows a tree that produces Gatfruit that, upon being consumed, yields a Python with 6 rounds of .45 ammunition. 6 Botanist
Syndicate Sponge Box A box of 6 monkey cubes that, once rehydrated, will transform 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, as 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 efficiently. The grenade glows bright white, and it sings when armed. Does not deal enough damage to gib by itself. 20 Chaplain

Armor

Image Name Description Cost (TC) NukeOps
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
No Slip Shoes A pair of chameleon shoes that protect you from slips. A deceptively powerful item. 2 Yes
Web Vest A normal sized armor vest that provides strong ballistic protection. Webbing also provides serviceable protection against slashing and blunt attacks. Has internal pockets. Does not protect against space. 3 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 containing 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
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

Pointless

Image Name Category Description Cost (TC) NukeOps
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
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
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
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 an unarmored carp suit 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 capgun, 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 1 December 2023