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| || Yes | | || Yes |
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| || [[File:Medical syndie duffle.png|64x64px]] | | |
| || 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†
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| |-
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| || [[File:Syndie crate.png|64x64px]] | | || [[File:Syndie crate.png|64x64px]] |
| || Syndicate Surplus Crate | | || Syndicate Surplus Crate |
Revision as of 03:46, 28 July 2024
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.
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
- 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
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Stub
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
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
|
|
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
|
|
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
|
|
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
|
|
Gloves of the North Star
|
A pair of blue gloves that drastically increases your punching speed. Deals brute damage.
|
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
|
|
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
|
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. Stealthy.
|
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
|
|
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. 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
|
|
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
|
|
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.
|
5
|
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
|
|
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 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
|
|
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
|
|
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 protects you from slipping. A deceptively powerful item.
|
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
|
|
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
Deception
Disruption
Image |
Name |
Description |
Cost (TC) |
NukeOps
|
|
Soap
|
A red soap bar, engraved with syndicate markings. A powerful slipping device, with a higher slipping velocity and stun time than most other soaps due to its suspicious ingredients.
|
1
|
Yes
|
|
Toolbox
|
A suspicious black and red toolbox that contains insulated black gloves, a syndicate gasmask (which functions as a welding mask), and a full set of tools. The toolbox also functions as a powerful blunt weapon.
|
2
|
Yes
|
|
Jaws of Life
|
A tool that can pry open any door on the station that's not bolted; however, it takes a few moments to work. This tool makes a loud and distinct sound when it forces open a door.
|
2
|
Yes
|
|
Dehydrated Space Carp
|
Just add water to have your very own hungry space carp. You must pet the carp prior to re-hydration to be immune to its vengeance.
|
2
|
No
|
|
Radio Jammer
|
A device that will prevent any nearby outgoing radio communications when activated. Has a medium battery with about 100 seconds of use.
|
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
|
|
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
|
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 devices 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 name, gender, skin tone, and hair. Your new identity will not be on the manifest.
|
10
|
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
|
|
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.
|
20
|
Yes†
|
Allies
Image |
Name |
Description |
Cost (TC) |
NukeOps
|
|
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.
|
8
|
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
(35)
|
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 explosives. Buying this bundle would save you 3 telecrystals when compared to buying the items individually.
|
6
|
Yes
|
|
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
|
|
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 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
|
|
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
|
|
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
|
|
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
|
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
|
|
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
|
|
Syndicate Snack Box
|
A harmless, but nukie themed lunchbox with a random toy and some suspicious drinks and snacks.
|
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 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 1 December 2023