Traitor Uplink
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.
Small Foreword
I have successfully rewritten this article so that most if not all information is updated correctly. My account name is minthydra. And my discord name is sussy bottom jeans. If any of the information provided here is incorrect, pls feel free to message me! I love you Space Station 14 community!!
Syndicate gear effectiveness
This video shows multiple types of armor and how effective they are.
This video shows the different weaponry and other things the syndicate uplink holds.
This video shows mutliple job specific items that are available for traitors with that specific job.
Credits to Liltenhead for these guides.
Strategy
FOR Nuclear Operatives PLEASE SEE HERE
- Buying from the uplink makes a "cha-ching" sound. Contrary to belief, this sound is not audible to nearby players.
- Since traitors only start with 20 TC, they must
neutralizecollaborate with other agents in order to purchase high-value uplink items, or must be wise with their budget. - Purchase what you need only when you need it. Security can search you and certainly find a weapon or grenade your bag.
- Keep your PDA locked when you don’t need it. You can unlock it by setting the ringtone to the code you are assigned when you first roll traitor.
Spend all your TC on a surplus box only to receive syndicate stamps
Uplink Catalog
Weapons
Image | Name | Description | Cost (TC) | NukeOps |
---|---|---|---|---|
Surplus Rifle | A weapon of a bygone era. A huge bolt action rifle with medicore damage and low fire rate. The weapon has a 10 round internal magazine. Its biggest upside is the cost. Fires .30 rifle ammo | 1 | Yes | |
Energy Dagger | A pen, that upon activation, turns into an energy dagger. The energy dagger makes less noise and does less damage than a full energy sword, however, it's easier to conceal and it is much cheaper. | 2 | Yes | |
Viper | A small, easily concealable, automatic pistol chambered in .35 auto. Retrofitted with a fully automatic receiver. Use pistol magazines. | 3 | Yes | |
Cobra | A rugged, robust operator handgun with an inbuilt silencer. Chambered in .25 caseless, this weapon leaves no trace. Uses pistol magazines. The impact of the bullets is louder then the gun itself. | 4 | Yes | |
throwing knives | A set of 4 syndicate branded throwing knives, perfect for imbedding into the body of your victims. | 6 | Yes | |
Energy Shield | A close cousin to the Energy Sword, the Energy Shield is an ignitable plasma shield that deflects almost all lasers and energy based projectiles. Additionally, like other shields, it also blocks a good portion of other incoming damage. | 8 | Yes | |
Gloves of the North Star | A pair of blue gloves that drastically increases your punching speed. Deals brute damage. | 8 | Yes | |
Energy Sword | A concealable and dangerous plasma sword. Can stored and easily concealed when turned off. Has a decent chance to reflect lasers and bullets. Igniting the sword makes a loud, unmistakable sound. | 8 | Yes | |
Python | A loud and deadly revolver. Uses .45 Magnum, and comes loaded with AP ammo. Has an internal cylinder magazine, and must be unloaded before reloading. AP bullets ignore all damage resistance of armor. | 8 | Yes | |
Disposable Ballistic Turret | A yellow toolbox that, when struck, deploys into a sentry turret that targets anyone that is not apart of the syndicate. The turret fires .35 auto at slow pace with near perfect accuracy. | 6 | No | |
Sniper Bundle | A briefcase containing a Hristov, a powerful antimaterial rifle; a box with 10 bullets, a red tie, gloves, and a lawyer suit. The Hristov has an internal magazine of 5 bullets, so you can reload this weapon twice with this bundle. Sadly one of the worst guns you can buy. | 12 | Yes | |
C-20r Bundle | A dufflebag containing a loaded C-20r SMG and two spare magazines. The C-20r is a fast firing .35 auto SMG that automatically ejects spent magazines, reducing overall downtime between reloads. | 17 | Yes | |
Double Bladed Energy Sword | A much more expensive counter part to the normal energy sword: with a much higher reflection chance, larger attack angle, higher structural damage, and faster swing. Makes a lot of noise when used or turned on.
CURRENTLY DISABLED AND UNOBTAINABLE |
20 | No | |
Bulldog Bundle | A dufflebag with a loaded Bulldog shotgun, two .50 pellet drum magazines, and a .50 beanbag magazine. The Bulldog is a powerful, fast firing and fully-automatic magazine fed shotgun. This weapon performs well against most targets and is lethal in close quarters. | 20 | Yes | |
China-lake Bundle | A dufflebag with a China-Lake grenade launcher loaded with 3 frag grenades in the internal magazine. The bag also includes 4 blast grenades and 4 frag grenades. The grenades are exclusively designed to be fired from this weapon, and sport a dangerously large area of effect. Use with caution. | 25 | Yes | |
L6 Saw Bundle | A dufflebag with a loaded L6 SAW and a spare boxmag. The L6 is a fully automatic machinegun that excels at throwing rounds down range. This weapon is very inaccurate, so tougher targets may need to be engaged in close quarters. This weapon may be wielded for slightly better accuracy. | 30 | Yes |
Ammo
Explosives
Wearables
Image | Name | Description | Cost (TC) | NukeOps |
---|---|---|---|---|
Syndicate Over-Ear Headset | A not-so-subtle blood red headset. Comes with a syndicate encryption key, and can support 4 other encryption keys being inserted into it. | 1 | Yes | |
Shoulder Holster | Red shoulder straps that can hold 7 slots of normal sized weapons and ammo. | 1 | Yes | |
Chest Rig | Explosion-resistant tactical webbing used for holding traitor goods. | 1 | Yes | |
Syndicate backpack | Lightweight explosion-proof a backpack for holding various traitor goods. | 2 | Yes | |
Syndicate Visor | The syndicate's professional heads-up display, designed for better detection of fellow syndicate agents. Proceed to chinalake them anyway! | 2 | Yes | |
Syndicate EVA Bundle | A dufflebag that contains an EVA suit, helmet, gasmask and double emergency oxygen tank. Offers no protection asides from space. | 2 | Yes | |
Conducting Gloves | Looks exactly like insulated gloves, but shocks you far worse than if you had nothing at all! Best given as a gift to a passenger you really don't like. | 2 | Yes | |
No Slip Shoes | A pair of chameleon shoes that protects you from slipping. A deceptively powerful item. | 2 | Yes | |
Black Jetpack | A black and red jetpack that allows you to fly in space. | 2 | Yes | |
Voice Mask | A chameleon tech gasmask that can alter the wearer's voice to sound like anyone they want. | 2 | Yes | |
Web Vest | A armor vest that provides strong ballistic protection, and serviceable protection against slashing and blunt attacks. Webbing provides internal pockets with similar space to a jacket. Does not protect against space. | 3 | Yes | |
Carp Hardsuit | An ordinary carp suit now with space faring capabilities, so that you can fully make your carp dream come true!!! | 4 | Yes | |
Chameleon Kit | A backpack full of chameleon tech clothing and accessories. Chameleon tech allows the user to change the appearance of the related item, allowing them to disguise as any job on the station, and more. Synergies well with an Agent ID. | 4 | Yes | |
Blood Red Magboots | Mag boots that prevent slipping. Has an integrated jetpack with a low amount of fuel. Magboots only slow the user down slightly when active. | 4 | Yes | |
Thieving Gloves | A pair of black gloves that greatly aid in one's thieving skills. Allows the thief to discreetly pick items off a target without alerting the victim. Gloves are not insulated, and do not support chameleon technology. | 4 | Yes | |
Syndicate Hardsuit | A dufflebag that contains the infamous blood-red hardsuit used by Syndicate operatives. Lightweight with robust armor. Also comes with some gloves, a gasmask and an airtank. | 8 | Yes | |
Syndicate raid suit | A dufflebag that contains the newly devised syndicate raid suit. Capable of sustaining heavy damage with minimal slowdown. Space faring ability not included any and all harm from doing so is liable solely on the user please contact 1900 donk co for any complaints. Also comes with some gloves, a gasmask and a sick helmet. | 8 | Yes† | |
Cybersun Juggernaut Suit | A super heavy suit that, by the name implies, will make you a walking juggernaut. The only thing that will be slowing you down is the suit. And tasers. And poison. Space capable, but does not come with an airtank or gasmask. | 12 | Yes | |
Syndicate Elite Hardsuit | A dufflebag that contains An elite version of the blood-red hardsuit, with improved mobility and fireproofing. Property of the gorlex marauders.. Also comes with some gloves, a gasmask and an airtank. | 12 | Yes |
Chemicals
Image | Name | Description | Cost (TC) | NukeOps |
---|---|---|---|---|
Hypo Dart | markable dart with an enlarged reservoir for chemicals. It can store up to 7u of reagents in itself, and instantly inject when it hits the target. Starts empty.
A syndicates best friend for dealing with deathsquad scum. |
2 | Yes | |
Syndicate Smokes Packet | A pack of 5 cigarettes, infused with nicotine and omnizine. Smoking these cigarettes will slowly heal your wounds over time. | 2 | Yes | |
Chemical Synthesis Kit | A starter kit for the aspiring chemist, includes 3 vials of vestine, a beaker, and a set of chemist goggles. Perfect for all your lexorin foam grenade needs! | 4 | Yes | |
Hyperzine Injector | A stimulant injector, containing 30u of hyperziene enough chems to keep you running fast and resistant to stuns for 30 seconds. Unlike other stimulants, this chemical mix does not poison you and can keep you alive in dire situations. | 4 | Yes | |
Combat Medipen | A combat injector containing 25u of Omninzine and 5u of Tranexamic Acid. This will stop bleeding and heal all types of injuries. | 4 | Yes | |
Combat Medical Kit | A black medical kit with
More than enough chems and bandages to keep you in the fight. |
5 | Yes | |
Nocturine Bottle | A 30u bottle filled with Nocturine, a chemical that forces sleep if over 8 units of the reagent is in the system. | 6 | Yes | |
Hypopen | A miniature hypospray that's disguised as a pen. Capable of holding 10u of reagent and able to instantly inject 5u at a time. Able to be hidden inside a PDA. | 6 | Yes | |
Hyperziene Injector Kit | A white medkit containing 6 microinjectors. Each injector contains 15u of hyperzine and has about half the duration of a full injector. | 12 | Yes | |
Medical Bundle | A dufflebag containing a combat medkit, a defibrillator, three combat medipens, some latex gloves, and a syringe of tranexamic acid and hyroalin. A powerful purchase for a savvy Agent. | 20 | Yes† | |
Syndicate Zombie Bundle | An all-in-one kit for unleashing the undead upon a station. Comes with one syringe of Romerol, a python loaded with .45 Magnum, a box of .45 Incendiary ammo, One Ambuzol+ Pill, and three Ambuzol regular pills. | 40 | Yes† |
Deception
Disruption
Image | Name | Description | Cost (TC) | NukeOps |
---|---|---|---|---|
Soap | A red soap bar, engraved with syndicate markings. A powerful slipping device, with a higher slipping velocity and stun time than most other soaps due to its suspicious ingredients. | 1 | Yes | |
Toolbox | A suspicious black and red toolbox that contains insulated black gloves, a syndicate gasmask (which functions as a welding mask), and a full set of tools. The toolbox also functions as a powerful blunt weapon. | 2 | Yes | |
Jaws of Life | A tool that can pry open any door on the station that's not bolted; however, it takes a few moments to work. This tool makes a loud and distinct sound when it forces open a door. | 2 | Yes | |
Dehydrated Space Carp | Just add water to have your very own hungry space carp. You must pet the carp prior to re-hydration to be immune to its vengeance. | 2 | No | |
Slipocalypse Clustersoap | Scatters around small pieces of syndicate-brand soap after being thrown, these pieces of soap evaporate after 60 seconds.
kinda looks like pieces of bubble gum. |
2 | Yes | |
Radio Jammer | A device that will prevent any nearby outgoing radio communications when activated. Has a medium battery with about 100 seconds of use. | 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 | |
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 |
Implants
Allies
Image | Name | Description | Cost (TC) | NukeOps |
---|---|---|---|---|
Syndicate pAI | A blood-red personal AI device. The perfect companion for when you're on the run. Comes equipped with access to the Syndicate communication network. Usefulness not guaranteed. | 1 | Yes | |
SyndiCat Teleporter | Call in a handy cat equipped with a microbomb implant. Explodes when seriously injured. Can bite painfully.
Mrrowow :3 |
6 | Yes | |
Monkey Reinforcement Teleporter | Call in a trained monkey to assist you. Comes with some drip and a cigarette. Monkey agents are supposed to follow your orders. Results may vary. | 6 | Yes | |
Reinforcement Teleporter | A radio that calls in a specialized agent of variable quality. They come in three flavors medic, spy, and thief and are all equipped with a Viper, Combat Knife and carp plush. It is their job to assist you in whatever operation or objectives you are campaigning on. | 14 | No | |
Nuclear Operative Reinforcement | A radio that calls in a Nuclear Operative of variable quality. They come equipped with a Syndicate Hardsuit, Death Acidifier, Pin pointer, Viper, Nukie gas mask, Combat gloves, Chest rig, Combat Knife and carp plush. It is their job to assist you in whatever operation or objectives you are campaigning on. | 35 | Yes† | |
Syndicate Assualt Cyborg Teleporter | A lean, mean killing machine with access to an Energy Sword, LMG, Cryptographic Sequencer, and a Pinpointer.
Dont forget welding fuel!!! |
65 | Yes† |
Surplus Crates
Job Specific
Pointless
†Exclusive to nukeops
Last price check and update was performed on 1 September 2024