Syndicate Uplink: Difference between revisions
From Space Station 14 Wiki
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|| Yes | || Yes | ||
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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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|| Yes | || Yes | ||
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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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|| Yes | || Yes | ||
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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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|| Yes | || Yes | ||
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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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|| Yes | || Yes | ||
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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
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.
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
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
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
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