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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]].
{{Imported Page}}
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.
<!-- == 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 ==
== 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, randomizing 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 six  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, get 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>
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|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 ==


<!-- TODO: Put whether nukeops can buy them or not [mostly done]-->
<!-- TODO: Add more icons -->
<!-- TODO: Add more icons -->
<!-- TODO: add the items currently not in uplink [mostly done] job specific items -->
<!-- TODO: add the items currently not in uplink [mostly done] job specific items -->
<!-- The last update done to the below tables was on 1 December 2023-->
<!-- The last update done to the below tables was on 2026-05-16-->
 
<!--Minthydra: completely updated all uplink pages and costs as of 28th july 2024-->


===Weapons===
===Weapons===
Line 46: Line 44:
  || Surplus Rifle
  || 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
  || 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
  || {{tc|1}}
  || Yes
  || Yes
|-
|-
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  || Energy Dagger
  || 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.
  || 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
  || {{tc|2}}
  || Yes
  || Yes
|-
|-
  ||[[File:Viper base.png|64x64px]]
  ||[[File:Viper base.png|64x64px]]
  || Viper
  || Viper
  || A small, easily concealable, automatic pistol chambered in .35 auto. Retrofitted with a fully automatic receiver. Use pistol magazines.
  || A small, easily concealable, automatic pistol chambered in .35 auto. Retrofitted with a fully automatic receiver. Use custom pistol magazines with 15 bullets.
  || 3
  || {{tc|3}}
|| Yes
|-
||[[File:Syndicateknuckleduster.png|64x64px]]
|| Syndicate Knuckle Dusters
|| A pair of plastitanium knuckle dusters that let you punch hard enough to break the captains jaw into pieces.
|| {{tc|4}}
  || Yes
  || Yes
|-
|-
Line 64: Line 68:
  || Cobra   
  || 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.
  || 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
  || {{tc|4}}
  || Yes
  || Yes
|-
|-
||
||
|| Mini Energy Crossbow 
|| The go-to sidearm of any operative who prefers their victims not to be moving. Fires regenerating toxic arrows that floors victims in an instant
|| {{tc|5}}
|| Yes
|-
|| [[File:Throwing knife better.png|64x64px]]
  || throwing knives
  || throwing knives
  ||
  || A set of 8 syndicate branded throwing knives, perfect for imbedding into the body of your victims.
  || 6
  || {{tc|6}}
  || Yes
  || Yes
|-
|-
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  || Energy Shield
  || 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.
  || 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
  || {{tc|8}}
  || Yes
  || Yes (Only)
|-
|-
  ||[[File:NorthStarGloves.png|64x64px]]
  ||[[File:NorthStarGloves.png|64x64px]]
  || Gloves of the North Star
  || Gloves of the North Star
  || A pair of blue gloves that drastically increases your punching speed. Deals brute damage.
  || A pair of blue gloves that drastically increases your punching speed. Deals brute damage.
  || 8
  || {{tc|8}}
  || Yes
  || Yes
|-
|-
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  || Energy Sword  
  || 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.   
  || 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
  || {{tc|8}}
  || Yes
  || Yes
|-  
|-
  ||[[File:Python.png|64x64px]]
  ||[[File:Blue boxing gloves.png|64x64px]]
  || Python
  || Rigged Boxing Gloves
  || 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.
  || Blue boxing gloves that deals high stamina damage and respectable brute damage. You can effectively stun lock a lone target with these gloves.
  || 8
  || {{tc|10}}
  || Yes
  || Yes
|-
||[[File:Ballistic Turret toolbox.png|64x64px]]
|| 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
|-
|-
  ||[[File:Briefcase.png|64x64px]]
  ||[[File:Briefcase.png|64x64px]]
  || Sniper Bundle
  || 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.
  || A briefcase containing a Hristov, a powerful antimateriel 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. It is capable of shooting through windows, walls, and destroying station equipment.
  || 12
|| {{tc|10}}
|| Yes
|-
||
|| Hushpup Shotgun
|| A powerful silenced shotgun with a low magazine capacity (4 shots). Uses .50 shotgun ammo. Comes with a case to store it in.
  || {{tc|10}}
  || Yes
  || Yes
|-
|-
|| [[File:C-20r.png|64x64px]]
|| [[File:C-20r.png|64x64px]]
  || 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 duffel bag containing a loaded C-20r SMG. The C-20r is a fast firing .35 auto SMG that automatically ejects spent magazines, reducing overall downtime between reloads.  
  || 20
  || {{tc|14}}
  || Yes
|| Yes (17TC for nukies)
|-
||[[File:Estoc.png|64x64px]]
|| Estoc DMR
|| A designated marksman rifle, favored for medium-to-long range engagements. Uses .20 rifle ammo. Comes in a Syndicate Duffel Bag with 3 spare magazines. 
|| {{tc|18}}
  || Yes (Only)
|-
|-
||[[File:Desword.png|64x64px]]
||[[File:Desword.png|64x64px]]
  || Double Bladed Energy Sword  
  || 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.  
  || 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
CURRENTLY DISABLED AND UNOBTAINABLE
  || 20
  || {{tc|20}}
  || No
  || No
|-
|-
  || [[File:Bulldog.png|64x64px]]
  || [[File:Bulldog.png|64x64px]]
  || Bulldog Bundle
  || 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.  
  || A duffel bag with a loaded Bulldog shotgun. 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
  || {{tc|14}}
  || Yes
  || Yes (20TC for nukies)
|-
|-
  || [[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 duffel bag 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
  || {{tc|20}}
  || Yes
  || Yes (25TC for nukies)
|-
|-
||[[File:L6 saw base.png|64x64px]]
||[[File:L6 saw base.png|64x64px]]
  || L6 Saw Bundle
  || 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.   
  || A duffel bag 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
  || {{tc|30}}
  || Yes
  || Yes
|-
|-
Line 149: Line 165:
  ||[[File:.35 loaded lethals mag.png|64x64px]]
  ||[[File:.35 loaded lethals mag.png|64x64px]]
  || Pistol Magazine (.35 auto)
  || Pistol Magazine (.35 auto)
  || A pistol magazine with 10 rounds of .35 auto. Compatible with the Viper and Mk 58.  
  || A pistol magazine with 15 rounds of .35 auto. Compatible with the Viper and Mk 58.  
  || 1
  || {{tc|1}}
  || Yes
  || Yes
|-
|-
  ||[[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
  || {{tc|1}}
  || Yes
  || Yes
|-
|-
  ||[[File:.30 Lethals box loaded.png|64x64px]]
  ||[[File:.30 Lethals box loaded.png|64x64px]]
  || Box of .30 Rifle Bullets
  || Box of .30 Rifle Bullets
  || A box of 50 rounds for the surplus rifle.
  || A box of 60 rounds for the surplus rifle.
  || 1
  || {{tc|1}}
  || Yes
  || Yes
|-
|-
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  || Box of .60 Anti-Material Bullets
  || Box of .60 Anti-Material Bullets
  || A box with 10 rounds for the Hristov sniper rifle.
  || A box with 10 rounds for the Hristov sniper rifle.
  || 2
  || {{tc|2}}
|| Yes
|-
||
|| Drum magazine (.50 slug)
|| Shotgun magazine with 8 shells filled with slugs. Compatible with the Bulldog. Rounds can be ejected to use in the hushpup.
|| {{tc|2}}
|| Yes
|-
||
|| Rifle magazine (.20 rifle)
|| A rifle magazine with 25 cartridges. Compatible with the Estoc DMR.
|| {{tc|2}}
|| Yes
|-
||[[File:Ammo drum (.50 pellet)-East-6329.png|64x64px]]
|| Drum magazine (.50 pellet)
|| Shotgun magazine with 8 shells filled with buckshot. Compatible with the Bulldog. Rounds can be ejected to use in the hushpup.
|| {{tc|2}}
  || Yes
  || Yes
|-
|-
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  || SMG Magazine
  || SMG Magazine
  || 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
  || {{tc|2}}
|| Yes†
|-
|| [[File:Speedloader45.png|64x64px]]
|| 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
  || Yes
|-
|-
  ||[[File:Ammo_bundle.png|64x64px]]
  ||[[File:Ammo_bundle.png|64x64px]]
  || Ammo Bundle
  || 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.  
  || A duffel bag 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
  || {{tc|15}}
  || Yes†
  || Yes (Only)
|-
|-
|}
|}
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|-
|-
!class="unsortable"|Image !!Name !!Description !!Cost (TC) !!NukeOps
!class="unsortable"|Image !!Name !!Description !!Cost (TC) !!NukeOps
|-
||[[File:Flashbang.png|64x64px|]]
|| 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
  || Smoke Grenade
  ||  
  || A grenade that releases a huge cloud of smoke, perfect for killing someone in the shadows or making a sneaky getaway.
  || 1
  || {{tc|1}}
  || Yes
  || Yes
|-
|-
  ||[[File:GrenadeEMP.png|64x64px|]]
  ||[[File:GrenadeEMP.png|64x64px|]]
  || EMP Grenade
  || 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.
  || 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. Explodes instantly on impact.  
  || 2
  || {{tc|2}}
  || Yes
  || Yes
|-
|-
  ||[[File:Composition C4.png|64x64px|]]
  ||[[File:Composition C4.png|64x64px|]]
  || C4
  || C-4
  || 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.
  || 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
  || {{tc|2}}
|| Yes
|-
|| [[File:GrenadeWhiteHole.png|64x64px]]
|| 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
|-
||
|| incediary grenade
||
|| 4
  || Yes
  || Yes
|-
|-
||[[File:Explosive pen B.png|64x64px]]
|| [[File:Fire grenade.png|64x64px]]
  || Exploding Pen
  || Incendiary Grenade
  || 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.
  || Releases a spray of incendiary fragments, igniting anyone near the detonation area.
|| 4
  || {{tc|4}}
|| Yes
|-
||
|| shrapnel grenade
||
|| 4
|| Yes
|-
||[[File:Explosive Grenade.png|64x64px]]
  || 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
  || 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
  || {{tc|4}}
  || Yes
  || Yes
|-
|-
||[[File:Box.png|64x64px]]
||[[File:Explosive pen B.png|64x64px]]
  || Electrical Disruptor Kit
  || Exploding Pen
  || 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.  
  || 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. Appears in a special, obviously-illegal package when purchased.  
  || 6
  || {{tc|4}}
  || Yes
  || Yes
|-
|-
||[[File:GrenadeSupermatter.png|64x64px]]
|| [[File:Sharp grenade.png|64x64px]]
  || Supermatter Grenade
  || Shrapnel 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.  
  || Launches a spray of sharp fragments dealing great damaged against unarmored targets.
  || 6
  || {{tc|4}}
  || Yes
  || Yes
|-
||
|| Explosive Grenade
|| A simplistic grenade with a 3.5 second long fuse that is geared towards injuring personnel. Causes minimal hull damage.
|| {{tc|4}}
|| Yes (Only)
|-
|-
  ||[[File:Syndicate minibomb.png|64x64px]]
  ||[[File:Syndicate minibomb.png|64x64px]]
  || Syndicate Minibomb
  || 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.
  || 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. Gibs an unarmored target.
  || 6
  || {{tc|6}}
  || Yes
  || Yes
|-
|-
  ||
  || [[File:Powersink.png|64x64px]]
  || cluster grenade
  || Power Sink
  ||  
  || A device that drains a lot of power from the station before exploding. Must be anchored onto an HV wire to drain power.
  || 8
  || {{tc|8}}
  || Yes
  || Yes
|-
|-
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  || 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.  
  || 11
  || {{tc|11}}
  || Yes
  || Yes
|-
|-
Line 294: Line 297:
* 2 EMP grenades
* 2 EMP grenades
and saves 20 TC in total cost for the explosives.
and saves 20 TC in total cost for the explosives.
  || 12
  || {{tc|12}}
  || Yes†
  || Yes (Only)
|-
|-
  || [[File:Syndicate explosive bag.png|64x64px]]
  || [[File:Syndicate explosive bag.png|64x64px]]
  || Syndicate C-4 Bundle
  || C-4 Bundle
  || A bundle of 8 C-4 explosives. Comes with a free blood red dufflebag.
  || A bundle of 8 C-4 explosives. Comes with a free blood-red duffel bag.
  || 12
  || {{tc|12}}
  || Yes
  || Yes
|}
|}
Line 310: Line 313:
|-
|-
|-
|-
  || [[File:Syndie headset.png|64x64px]]
  || [[File:Syndi eva.png|64x64px]]
  || Syndicate Over-Ear Headset
  || Syndicate EVA Bundle
  || A not-so-subtle blood red headset. Comes with a syndicate encryption key, and can support 4 other encryption keys being inserted into it.  
  || A duffel bag that contains an EVA suit, helmet, gas mask and double emergency oxygen tank. Offers no protection asides from space.
  || 1  
  || {{tc|1}}
  || Yes
  || Yes
|-
|-
  || [[File:Syndie holster.png|64x64px]]
  || [[File:Grendair chest rig.png|64x64px]]
  || Shoulder Holster
  || Chest Rig
  || Red shoulder straps that can hold 7 slots of normal sized weapons and ammo.
  || Explosion-resistant tactical webbing used for holding traitor goods.
  || 1
  || {{tc|1 }}
  || Yes
  || Yes
|-
|-
Line 325: Line 328:
  || Black Jetpack
  || Black Jetpack
  || A black and red jetpack that allows you to fly in space.  
  || A black and red jetpack that allows you to fly in space.  
  || 2
  || {{tc|1}}
  || Yes
  || Yes
|-
|-
  || [[File:Gas mask.png|64x64px]]
  || [[File:Syndi backpack.png|64x64px]]
  || Voice Mask
  || Syndicate Backpack
  || A chameleon tech gasmask that can alter the wearer's voice to sound like anyone they want.  
  || A lightweight explosion-proof backpack for holding various traitor goods.
  || 2
  || {{tc|2 }}
  || Yes
  || Yes
|-
|-
  ||
  || [[File:Nukie visor.png|64x64px]]
  || Syndicate EVA Bundle
  || Syndicate Visor
  || A dufflebag that contains an EVA suit, helmet, gasmask and double emergency oxygen tank. Offers no protection asides from space.
  || The Syndicate's professional heads-up display, designed for better detection of fellow Syndicate agents. Proceed to China-Lake them anyway!
  || 2
  || {{tc|2}}
  || Yes
  || Yes (Only)
|-
|-
  || [[File:White shoes.png|64x64px]]
  || [[File:White shoes.png|64x64px]]
  || No Slip Shoes
  || No-slip Shoes
  || A pair of chameleon shoes that protects you from slipping. A deceptively powerful item.
  || A pair of chameleon shoes that protects you from slipping. A deceptively powerful item.
  || 2
  || {{tc|2}}
  || Yes
  || Yes
|-
|-
  || [[File:Webvest.png|64x64px]]
  || [[File:Blood red mag boots.png|64x64px]]
  || Web Vest
  || Blood-red Magboots
  || 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.
  || Magboots that prevent slipping. Has an integrated jetpack with a low amount of fuel. Magboots slow the user down slightly only when active.
  || 3
|| {{tc|2}}
|| Yes
|-
|| [[File:Carp suit.png|64x64px]]
|| Carp Hardsuit
|| An ordinary carp suit now with space faring capabilities, so that you can fully make your carp dream come true!!!
  || {{tc|3}}
  || Yes
  || Yes
|-
|-
  || [[File:Duffle.png|64x64px]]
  || [[File:Duffle.png|64x64px]]
  || Chameleon Kit
  || 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.
  || 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. Comes with a free Agent ID card!
  || 4
  || {{tc|4}}
  || Yes  
  || Yes  
|-
|-
  || [[File:Blood red mag boots.png|64x64px]]
  || [[File:Webvest.png|64x64px]]
  || Blood Red Magboots
  || Elite Web Vest
  || Mag boots that prevent slipping. Has an integrated jetpack with a low amount of fuel. Magboots only slow the user down slightly when active.  
  || An upgraded version of the standard syndicate webvest, sporting the same ballistic protection the web vest is known for, alongside added thermal weave and armour plating to provide additional protection against radiation, heat, blunt, slash and caustic.
  || 4
  || {{tc|5}}
  || Yes
  || Yes
|-
|-
  || [[File:Thiefing gloves.png|64x64px]]
  || [[File:Webvest.png|64x64px]]
  || Thieving Gloves
  || Web Vest
  || 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.  
  || 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.
  || 4
  || {{tc|5}}
  || Yes
  || Yes
|-
|-
  || [[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 duffel bag that contains the infamous blood-red hardsuit used by Syndicate operatives. Lightweight with robust armor. Also comes with some gloves, a gas mask and an airtank.   
  || 8
  || {{tc|7}}
  || Yes
  || Yes
|-
|-
  || [[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 duffel bag 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 gas mask and a sick helmet.   
  || 8
  || {{tc|8}}
  || Yes
  || Yes (Only)
|-
|-
  || [[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 gas mask.
  || 12
  || {{tc|12}}
  || Yes
  || Yes (Only)
|-
|-
  || [[File:Elite hardsuit.png|64x64px]]
  || [[File:Elite hardsuit.png|64x64px]]
  || [[Syndicate Elite Hardsuit]]
  || [[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.   
  || A duffel bag 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 gas mask and an airtank.   
  || 12
  || {{tc|12}}
  || Yes
  || Yes (Only)
|}
|}


Line 401: Line 410:
|-
|-
|-
|-
|| [[
  || [[File:Closedsyndismokes.png|64x64px]]
  || hypodart
|| 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.
A syndicates best friend for dealing with deathsquad scum.
|| 2
|| Yes
|-
|| [[File:Closedsyndismokes.png|64x64px]]
  || Syndicate Smokes Packet
  || Syndicate Smokes Packet
  || A pack of 5 cigarettes, infused with nicotine and omnizine. Smoking these cigarettes will slowly heal your wounds over time.
  || A pack of 10 cigarettes, infused with nicotine and omnizine. Smoking these cigarettes will slowly heal your wounds over time.
  || 2
  || {{tc|1}}
  || Yes
  || Yes
|-  
|-
|| [[
|| [[File:Dart red.png|64x64px]]
  || Chemical Synthesis Kit
  || Hypo Dart
  || 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!
  || Markable dart with an enlarged reservoir for chemicals. It can store up to 10u of reagents in itself, and instantly inject when it hits the target. Starts empty. A syndicates best friend for dealing with deathsquad scum.
  || 4
  || {{tc|2}}
  || Yes
  || Yes
|-  
|-
|| [[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
  || {{tc|2}}
  || Yes
  || Yes
|-
|-
  || [[File:Medipen.png|64x64px]]
  || [[File:Vials.png|64x64px]]
  || Combat Medipen
  || Chemical Synthesis Kit
  || A combat injector containing 25u of Omninzine and 5u of Tranexamic Acid. This will stop bleeding and heal all types of injuries.
  || A starter kit for the aspiring chemist. Includes 60 units of vestine, a spare vial and dropper, a set of chemistry goggles, and 2 beakers. Perfect for all your lexorin foam grenade needs!
  || 4
  || {{tc|3}}
  || Yes
  || Yes
|-
|-
Line 441: Line 443:
* 1 Dermaline pen
* 1 Dermaline pen
More than enough chems and bandages to keep you in the fight.  
More than enough chems and bandages to keep you in the fight.  
  || 5
  || {{tc|3}}
|| Yes
|-
|| [[File:Medipen.png|64x64px]]
|| Combat Medipen
|| A combat injector containing 25u of Omninzine and 5u of Tranexamic Acid. This will stop bleeding and heal all types of injuries.
|| {{tc|3}}
  || Yes
  || Yes
|-
|-
Line 447: Line 455:
  || Nocturine Bottle
  || Nocturine Bottle
  || A 30u bottle filled with Nocturine, a chemical that forces sleep if over 8 units of the reagent is in the system.
  || A 30u bottle filled with Nocturine, a chemical that forces sleep if over 8 units of the reagent is in the system.
  || 6
  || {{tc|4}}
|| Yes
|-
|| [[File:Stimpack kit.png|64x64px]]
|| Hyperzine Injector Kit
|| A white medkit containing 6 microinjectors. Each injector contains 15u of hyperzine and has about half the duration of a full injector.
|| {{tc|5}}
  || Yes
  || Yes
|-
|-
|| [[File:Energy Dagger.png|64x64px]]
|| [[File:Energy Dagger.png|64x64px]]
  || Hypopen
  || 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.
  || 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  
  || {{tc|6 }}
  || Yes
  || Yes
|-
|-
|| [[File:Stimpack kit.png|64x64px]]
  || [[File:Medical syndie duffle.png|64x64px]]
|| Stimpack kit
  || Interdyne Medical Bundle
|| A white medkit containing 6 micro stimpacks. Each stimpack has about half the duration of a full stimpack.
  || A duffel bag containing four combat medical kits, four tourniquets, four brute injectors, four burn injectors, four pyra injectors, four punct injectors, four airloss injectors, four combat medipens and a special one-handed self defence defibrillator.
  || 12
  || {{tc|24}}
|| Yes
  || Yes (Only)
|-
|| [[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†
|-
|-
  || [[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
  || {{tc|40}}
  || Yes†
  || Yes (Only)
|-
|-
|}
|}
Line 484: Line 492:
  || Cybersun Pen
  || 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.  
  || 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
  || {{tc|1}}
|| Yes
|-
||
|| Syndicate ID Card
|| A Syndicate ID card, with Syndicate access. Unlikely to be useful on its own, but goes great with reconfigured doors. Does not come with access-copying functionality.
|| {{tc|1}}
|| Yes
|-
||
|| Travel Camera
|| Stun people with your photography skills and the conveniently legal camera flash. Makes you look like a tourist.
|| {{tc|1}}
  || Yes
  || Yes
|-
|-
Line 490: Line 510:
  || 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
  || {{tc|1}}
  || Yes
  || Yes
|-
|-
  ||[[File:ND.png|64x64px]]
  ||[[File:ND.png|64x64px]]
  || Fake Nuclear Disk
  || Decoy 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.
  || 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
  || {{tc|1}}
  || Yes
  || Yes
|-
|-
||[[File:Lantern-on.png|64x64px]]
||
  || Extra-Bright Lantern
  || Smuggler's Satchel
  || An extremely bright lantern that can also be actively used as a flash. Holds 15 charges.  
  || A handy, suspicious looking satchel. Just flat enough to fit underneath floor tiles.
  || 2
  || {{tc|1}}
  || Yes
  || Yes
|-
|-
Line 508: Line 528:
  || Syndicate Encryption Keys
  || 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!
  || 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  
  || {{tc|2 }}
  || Yes
  || Yes
|-
|-
Line 514: Line 534:
  || Agent ID Card
  || 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 .  
  || 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
  || {{tc|3}}
|| Yes
|-
|| [[File:Chamelon.png|64x64px]]
|| 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".
|| {{tc|3}}
  || Yes
  || Yes
|-
|-
Line 528: Line 554:
* A syndicate hand flag
* 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.
This bundle is for when you're either really good for words or just need to buy a few guns with benefits.
  || 4
  || {{tc|4}}
|| Yes
|-
|| [[File:BombSyndicate.png|64x64px]]
|| 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.
|| {{tc|4}}
  || Yes
  || Yes
|-
|-
|| [[File:Cardboard.png|64x64px]]
|| [[File:Cardboard.png|64x64px]]
  || Stealth Box
  || 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.
  || 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
  || {{tc|5}}
  || Yes
  || Yes
|-
|-
Line 545: Line 577:
|-
|-
|-
|-
||[[File:Nukie soap.png|64x64px]]
||[[File:Nukie soap.png|64x64px]]
  || Soap
  || 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.  
  || 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
  || {{tc|1}}
|| Yes
|-
|| [[File:Nukie soap.png|64x64px]]
|| 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.
|| {{tc|1}}
  || Yes
  || Yes
|-
|-
|| [[File:Syndie toolbox.png|64x64px]]
|| [[File:Syndie toolbox.png|64x64px]]
  || Toolbox
  || 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.  
  || A suspicious black and red toolbox that contains insulated black gloves, a syndicate gas mask (which functions as a welding mask), and a full set of tools. The toolbox also functions as a powerful blunt weapon.  
  || 2
  || {{tc|2}}
|| 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.
|| {{tc|2}}
  || Yes
  || Yes
|-
|-
|| [[File:JOL.png|64x64px]]
|| [[File:JOL.png|64x64px]]
  || Jaws of Life
  || Syndicate Jaws of Death
  || 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.  
  || A tool that can pry open any door on the station, even if its bolted; however, it takes a few moments to work. This tool makes a loud and distinct sound when it forces open a door.  
  || 2
  || {{tc|2}}
|| Yes
|-
||[[File:GrenadeSupermatter.png|64x64px]]
|| Singularity Grenade
|| Grenade that simulates the power of a singularity, generates powerful gravity well.
|| {{tc|2}}
  || Yes
  || Yes
|-
|| [[File:Carpplush.png|64x64px]]
|| 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
|-
|-
  || [[File:Radio jammer.png|64x64px]]
  || [[File:Radio jammer.png|64x64px]]
  || 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
  || {{tc|3}}
  || Yes
  || Yes
|-
|-
  || [[File:Medical syndie duffle.png|64x64px]]
  || [[File:Authentication Disruptor image.png|center|frameless]]
  || Surgical Duffel Bag
  || [[Authentication Disruptor]]/[[Access Breaker]]
  || 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 good friend of the EMAG, capable of breaking the access of doors, lockers, vendors and machines, allowing them to be used by anyone. Has 3 charges that regenerate over time.
  || 4
|| {{tc|4}}
|| Yes
|-
|| [[File:Syndicateborgbomb.png|64x64px]]
|| Martyr Cyborg Module
|| Turn your emagged borg friend into a walking bomb!
  || {{tc|4}}
  || Yes
  || Yes
|-
|-
|| [[File:Powersink.png|64x64px]]
|| [[File:Ballistic Turret toolbox.png|64x64px]]
  || Power Sink
  || Disposable Ballistic Turret
  || A device that drains a lot of power from the station before exploding. Must be anchored onto a wire to drain power.  
  || 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
|| {{tc|4}}
|| No
|-
|| [[File:Syndicate borg module.png|64x64px]]
|| Weapon Cyborg Module
|| This module will give a cyborg an reachable viper and energy dagger.
  || {{tc|5}}
  || Yes
  || Yes
|-
|-
|| [[File:Emag.png|64x64px]]
|| [[File:Emag.png|64x64px]]
  || [[Cryptographic Sequencer]] (EMAG)
  || [[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.  
  || An iconic electromagnetic card, capable of jailbreaking machines, allowing them have alternative, highly illegal effects. Works on vendors, machines and even cyborgs, so long as you have access to them! Has three charges that regenerate over time.  
  || 8
  || {{tc|5 }}
  || Yes
  || Yes
|-
||
|| Syndi Law Circuit Kit
|| A subversive Lawset to use when you want to turn the A.I. to your side, use as much as possible. Comes with a Syndicate ID.
|| {{tc|8}}
|| No
|-
|| [[File:Syndie crate.png|64x64px]]
|| 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.)
|| {{tc|20}}
|| No
|-
|| [[File:Singularity beacon.png|64x64px]]
|| 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!!!!
|| {{tc|12}}
|| Yes (Only)
|-
|| [[File:Circuit.png|64x64px]]
|| Antimov Law Circuit
|| A very dangerous Lawset to use when you want to cause the A.I. to go haywire. Use with caution.
|| {{tc|24}}
|| Yes (Only)
|-
||
|| Basic Operative Bundle
|| Contains 40 telecrystals of basic operative gear. For those operatives who just don't know what they should buy.
|| {{tc|40}}
|| Yes (Only)
|-
|-
|}
|}
Line 601: Line 686:
!class="unsortable"|Image !!Name !!Description !!Cost (TC) !!NukeOps
!class="unsortable"|Image !!Name !!Description !!Cost (TC) !!NukeOps
|-
|-
|| [[File:Implanter0.png|64x64px]]
|| Uplink Implanter
|| Allows you to access your Syndicate uplink without the device present. WIPE IT WITH SOAP OR SEC WILL CATCH YOU.
|| {{tc|1}}
|| No
|-
|| [[File:Microbomb.png|64x64px]]
|| Micro Bomb Implanter
|| Explode on death or manual activation with this implant. Destroys the body along with all equipment worn.
|| {{tc|2}}
|| Yes (Only)
|-
||
|| Identity Mask Implanter
|| Modifies your vocal cords and facial structure to be able to mimic anyone you could imagine.
|| {{tc|2}}
|| Yes
|-
|-
  || [[File:Implanter0.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.
  || 3
  || {{tc|2}}
  || Yes
  || Yes
|-
|-
  || [[File:Box of doom.png|64x64px]]
  || [[File:Portal.png|64x64px]]
  || Box of Deathrattler Implants
  || Scram Implanter
  || 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.  
  || A 2-use implant which teleports you within a 15 tile radius. Attempts to teleport you onto a unobstructed tile. Whether that tile is near your fellow operatives or a canister bomb is up to the gods to decide.
  || 4
|| {{tc|2}}
  || Yes†
|| Yes
|-
|| [[File:Synd label.png|64x64px]]
|| Radio Implanter
|| Implants a Syndicate radio, allowing covert communication without a headset.
  || {{tc|2}}
  || 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.
  || 5
  || {{tc|2}}
|| Yes
|-
|| [[File:Implanter0.png|64x64px]]
|| 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.
|| {{tc|3}}
  || Yes
  || Yes
|-
|-
  || [[File:Implanter0.png|64x64px]]
  || [[File:Implanter0.png|64x64px]]
  || Storage Implanter
  || Death Acidifer Implant
  || An implanter that, once injected, allows the user to access a subdermal storage bag that can hold up to 4 small items.
  || Completely melts the user including all of their equipment on use or death. Suspiciously only used after most operatives have been stripped.
  || 8
|| {{tc|4}}
  || No
|| Yes (Only)
|-
|| [[File:Box of doom.png|64x64px]]
|| 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.  
  || {{tc|4}}
  || Yes (Only)
|-
|-
  || [[File:Implanter0.png|64x64px]]
  || [[File:Implanter0.png|64x64px]]
  || DNA Scrambler
  || Fake Mindshield Implant
  || 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.
  || An implanter that, when injected, allows the user to toggle a mindshield effect on and off that will have you appear to be mindshielded on a security HUD. Goes well with the agent ID and chameleon clothes.
  || 10
  || {{tc|4}}
  || Yes
  || Yes
|-
|-
  || [[File:Holoparasite .png|64x64px]]
  || [[File:Grey backpack.png|64x64px]]
  || Holoparasite Kit
  || Storage Implanter
  || 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.
  || An implanter that, once injected, allows the user to access a subdermal storage bag that can hold up to two L (pistol) grids.
  || 14
  || {{tc|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.
  || 20
  || {{tc|13}}
  || Yes†
  || Yes (Only)
|-
|-
|}
|}


Line 651: Line 772:
!class="unsortable"|Image !!Name !!Description !!Cost (TC) !!NukeOps
!class="unsortable"|Image !!Name !!Description !!Cost (TC) !!NukeOps
|-
|-
|| [[File:Old-radio-ancestor.png|64x64px]]
|| [[File:Carpplush.png|64x64px]]
|| Monkey Reinforcement Teleporter
|| Dehydrated Space Carp
|| 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.
|| 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.
|| 8
|| {{tc|1}}
|| Yes
|| No
|-
|-
  || [[File:Old-radio-urist.png|64x64px]]
  || [[File:Syndicate-icon-pai-off.png|64x64px]]
  || Reinforcement Teleporter
  || Syndicate pAI
  || 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 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.
  || 14
  || {{tc|1}}
(35)
  || Yes
  || Yes
|}
|-
|| [[File:Old-radio-syndicat.png|64x64px]]
|| SyndiCat Teleporter
|| Call in a handy cat equipped with a microbomb implant. Explodes when seriously injured. Can bite painfully.


=== Bundles ===
Mrrowow :3
{| class="wikitable sortable"
|| {{tc|6}}
|| Yes
|-
|-
!class="unsortable"|Image !!Name !!Description !!Cost (TC) !!NukeOps
|| [[File:Old-radio-ancestor.png|64x64px]]
|| Genetic Ancestor Reinforcement Teleporter
|| Call in a trained monkey or kobold to assist you. Comes with some drip and a cigarette. Monkey and kobold agents are supposed to follow your orders. Results may vary.
|| {{tc|6}}
|| Yes
|-
|-
|-
|| [[File:Old-radio-urist.png|64x64px]]
   
|| [[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 and throwing knife. It is their job to assist you in whatever operation or objectives you are campaigning on.


The medic is equipped with a Combat Medikit.


The thief is equipped with a suspicious toolbox and syndicate jaws of life.


The spy is equipped with an agent id and voice changer.
|| [[File:Syndie crate.png|64x64px]]
  || {{tc|11}}
|| 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
  || No
|-
|-
 
  || [[File:Holoparasite .png|64x64px]]
  || [[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. Unlike most implants, the Holoparasite can NOT be removed with an implant remover. The only way to kill a Holoparasite is to kill the host. The host may be revived after death and will not have the Holoparasite anymore.
  || [[File:Syndie crate.png|64x64px]]
  || {{tc|12}}
  || 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
  || No
|-
|| [[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.
|| {{tc|30}}
|| Yes (Only)
|-
|| [[File:Old-radio-borg-assault.png|64x64px]]
|| Syndicate Assualt Cyborg Teleporter
|| A lean, mean killing machine with access to a Double bladed Energy Sword, L6C (self recharging L6 saw, recharges 1 bullet every 4 seconds), Cryptographic Sequencer, Access Breaker, Crowbar and a Pinpointer.
Dont forget welding fuel!!!
|| {{tc|65}}
|| Yes (Only)
|-
|}
|}


Line 697: Line 836:
!class="unsortable"|Image !!Name !!Description !!Cost (TC) !!Job
!class="unsortable"|Image !!Name !!Description !!Cost (TC) !!Job
|-
|-
  || [[File:Banana Peel.png|64x64px]]
  || [[File:Circular saw.png|64x64px]]
  || Explosive Banana Peel
  || Advanced Circular Saw
  || A banana, that once peeled at set, explodes and deals a minor amount of damage.  
  || An advanced circular saw perfect for all your medical malpractice dreams.
  || 2
  || {{tc|2}}
  || Clown
  || Doctor
|-
|-
  || [[File:Hot potato.png|80x80px]]
  || [[File:Hot potato.png|80x80px]]
  || Hot Potato
  || 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.  
  || 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
  || {{tc|4}}
  || Chef, Botanist, Clown, Mime
  || Chef, Botanist, Clown, Mime
|-
|-
Line 712: Line 851:
  || Necronomicon
  || Necronomicon
  || A book that is capable of summoning a demonic familiar, Cerberus, which is a ghost role. Cerberus is supposed to follow your commands.
  || A book that is capable of summoning a demonic familiar, Cerberus, which is a ghost role. Cerberus is supposed to follow your commands.
  || 4
  || {{tc|4}}
  || 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.  
  || 4
  || {{tc|4}}
  || Scientist
  || Scientist
|-
|-
Line 724: Line 863:
  || Proximity Mine
  || 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.
  || 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
  || {{tc|5}}
  || Janitor
  || Janitor
|-
|| [[File:Blue boxing gloves.png|64x64px]]
|| 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
|-
|-
  || [[File:Gatfruit seed.png|64x64px]]
  || [[File:Gatfruit seed.png|64x64px]]
  || Packet of Gatfruit Seeds
  || 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.  
  || This packet of seeds slowly grows a tree that produces Gatfruit that, upon consumption, yields a Python with 6 rounds of .45 ammunition.  
  || 6
  || {{tc|6}}
  || 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.  
  || 7
  || {{tc|7}}
  || Zookeeper, Science department, Chef
  || Zookeeper, Science department, Chef
|-
|-
  ||
  || [[File:Capgun.png|64x64px]]
  || Fake Cap Gun
  || Cap Gun Revolver
  || 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.  
  || 9
  || {{tc|3}}
  || Clown, Mime
  || Clown, Mime
|-
|-
Line 754: Line 887:
  || Holoclown kit
  || 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.   
  || 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
  || {{tc|12}}
  || Clown
  || Clown
|-
|-
Line 760: Line 893:
  || Holy Hand Grenade
  || 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.  
  || '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
  || {{tc|20}}
  || Chaplain  
  || Chaplain  
|-
|-
|| [[File:Cane Blade.png|32x32px]]
|| Cane Blade
|| A cane that has a hidden blade that can be unsheathed.
|| {{tc|3}}
|| Librarian
|}
|}


Line 772: Line 910:
  || [[File:Syndiesuit.png|64x64px]]
  || [[File:Syndiesuit.png|64x64px]]
  || Operative Jumpsuit / Jumpskirt
  || 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.
  || 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. (Limit 1 of each style, jumpsuit and jumpskirt)
  || 1
|| {{tc|0}}
|| Yes
|-
||
|| Syndicate Business Card
|| A business card that you can give to someone to demonstrate your involvement in the syndicate or leave at the crime scene in order to make fun of the detective. (Limit 3)
|| {{tc|0}}
  || Yes
|-
|| [[File:Outlaw hat.png|64x64px]]
|| Outlaw Hat
|| A black brimmed outlaw hat, perfect for challenging any head to a duel right before 12pm. (Limit 1)
|| {{tc|0}}
|| Yes
|-
|| [[File:Syndie scarf.png|64x64px]]
|| Striped Syndicate Scarfs (red or green)
|| A valid way of keeping warm (limit 1 of each color)
|| {{tc|0}}
|| Yes
|-
|| [[File:Stamp-syndicate.png|64x64px]]
|| 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. (Limit 1)
|| {{tc|0}}
  || Yes
  || Yes
|-
|-
Line 779: Line 941:
  || Syndicate Snack Box
  || Syndicate Snack Box
  || A harmless, but nukie themed lunchbox with a random toy and some suspicious drinks and snacks.
  || A harmless, but nukie themed lunchbox with a random toy and some suspicious drinks and snacks.
  || 1
  || {{tc|1}}
|| Yes
|-
|| [[File:Sissorcs.png|64x64px]]
|| Barber Scissors
|| MAKE THEM ALL BALD.
|| {{tc|1}}
  || Yes
  || Yes
|-
|-
Line 785: Line 953:
  || Outlaw Glasses
  || Outlaw Glasses
  || A silly glasses and mustache combo. An essential pick for any serious undercover operation.   
  || A silly glasses and mustache combo. An essential pick for any serious undercover operation.   
  || 1  
  || {{tc|1 }}
  || Yes
  || Yes
|-
|-
  || [[File:Outlaw hat.png|64x64px]]
  || [[File:Insuls.png|64x64px]]
  || Outlaw Hat
  || Conducting Gloves
  || A black brimmed outlaw hat, perfect for challenging any head to a duel right before 12pm.
  || 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.
  || 1
  || {{tc|1}}
  || Yes
  || Yes
|-
|-
  || [[File:Syndicate-icon-pai-off.png|64x64px]]
  ||
  || Syndicate pAI
  || Contraband Lighter Box
  || 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.
  || A mystery box guaranteed to contain a syndicate branded lighter.
  || 1
  || {{tc|1}}
  || Yes
  || Yes
|-
|-
  || [[File:Syndie scarf.png|64x64px]]
  || [[File:Decoy kit.png|64x64px]]
  || Striped Syndicate Scarfs
  || Decoy Kit
  || A valid way of keeping warm
  || State-of-the-art distraction technology straight from RND. Comes with 5 realistic balloons, four decoy grenades and some snap poppers! NUKIES REAL!!!
  || 1
  || {{tc|1}}
  || Yes
  || Yes
|-
|-
  || [[File:Clown duffle.png|64x64px]]
  || [[File:Capgun.png|64x64px]]
  || Clown Bundle
  || Cap gun
  || A clown dufflebag containing a full clown costume, PDA, and service earpiece.  
  || A normal cap gun. Not to be confused with the fake cap gun, which can use lethals.  
  || 2
  || {{tc|1}}
  || Yes
  || Yes
|-
|-
  || [[File:Stamp-syndicate.png|64x64px]]
  || [[File:Clown duffle.png|64x64px]]
  || Syndicate Rubber Stamp
  || Clown Costume Duffel Bag
  || Announce your presence in style by faxing HoP a death threat. A rubber stamp that engraves the "Syndicate" on any piece of paper.
  || A clown duffel bag containing a full clown costume, PDA, and service earpiece.  
  || 2
  || {{tc|2}}
  || Yes
  || Yes
|-
|-
  || [[File:Carp suit.png|64x64px]]
  || [[File:Carp suit.png|64x64px]]
  || Carp Suit Dufflebag
  || Carp Suit Duffel Bag
  || 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.
  || A duffel bag 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
  || {{tc|2}}
  || Yes
  || Yes
|-
|-
  || [[File:Sleepy.png|64x64px]]
  || [[File:Sleepy.png|64x64px]]
  || Syndicate PJ Bundle
  || Syndicate PJ Bundle
  || A dufflebag containing 3 pairs of Syndicate PJs, bedsheets and some random plushes.  
  || A duffel bag containing 3 pairs of Syndicate PJs, bedsheets and some random plushes.  
  || 4
  || {{tc|2}}
  || Yes
  || Yes
|-
|-
  ||
  || [[File:Syndie balloon.png|64x64px]]
|| Cap gun
  || Syndie Balloon
|| 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.
  || Watch Sec scream with fear as you approach with this inflatable terror.
  || 20
  || {{tc|20}}
  || Yes
  || Yes
|-
|-
Line 845: Line 1,007:
  || Cat Ears
  || Cat Ears
  || UwU
  || UwU
  || 26
  || {{tc|26}}
  || Yes
  || Yes
|-
|-
|}
|}


†Exclusive to nukeops
=== Objective ===
{| class="wikitable sortable"
|-
!class="unsortable"|Image !!Name !!Description !!Cost (TC) !!NukeOps
|-
||
|| Hijack Beacon
|| A syndicate-brand hijack beacon designed to get around the firewalls of Nanotrasen-brand Automated Trade Stations. They take 200 seconds to work and Trade Stations will announce they are being hacked, so prepare accordingly. (Only available to traitors with an objective to hijack the ATS.)
|| {{tc|0}}
|| No
|-
|}
 
Last price check and update was performed on 20th January 2025
 
== 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 multiple job specific items that are available for traitors with that specific job.]
 
Credits to Liltenhead for these guides.


Last price check and update was performed on 1 December 2023
=== 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. If security catches you with an open uplink, you have fucked not only '''YOUR''' chances of winning, but also '''ALL OTHER TRAITORS, DO NOT MAKE THIS MISTAKE.'''
* <s>Spend all your TC on a surplus box only to receive syndicate stamps</s>

Latest revision as of 17:57, 30 October 2026

Imported Page This page has been imported from Wizden's SS14 wiki with no or minimal edits.
The page might not include changes made for the Paradise 14 Server. It might also contain missing links, missing images or otherwise not live up to Paradise Wiki standards.
The page may be updated or deleted without notice.


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.

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, randomizing 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.

Every round six 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, get it. 2/100


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 Template:Tc 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. Template:Tc Yes
Viper A small, easily concealable, automatic pistol chambered in .35 auto. Retrofitted with a fully automatic receiver. Use custom pistol magazines with 15 bullets. Template:Tc Yes
Syndicate Knuckle Dusters A pair of plastitanium knuckle dusters that let you punch hard enough to break the captains jaw into pieces. Template:Tc 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. Template:Tc Yes
Mini Energy Crossbow The go-to sidearm of any operative who prefers their victims not to be moving. Fires regenerating toxic arrows that floors victims in an instant Template:Tc Yes
throwing knives A set of 8 syndicate branded throwing knives, perfect for imbedding into the body of your victims. Template:Tc 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. Template:Tc Yes (Only)
Gloves of the North Star A pair of blue gloves that drastically increases your punching speed. Deals brute damage. Template:Tc 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. Template:Tc Yes
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. Template:Tc Yes
Sniper Bundle A briefcase containing a Hristov, a powerful antimateriel 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. It is capable of shooting through windows, walls, and destroying station equipment. Template:Tc Yes
Hushpup Shotgun A powerful silenced shotgun with a low magazine capacity (4 shots). Uses .50 shotgun ammo. Comes with a case to store it in. Template:Tc Yes
C-20r Bundle A duffel bag containing a loaded C-20r SMG. The C-20r is a fast firing .35 auto SMG that automatically ejects spent magazines, reducing overall downtime between reloads. Template:Tc Yes (17TC for nukies)
Estoc DMR A designated marksman rifle, favored for medium-to-long range engagements. Uses .20 rifle ammo. Comes in a Syndicate Duffel Bag with 3 spare magazines. Template:Tc Yes (Only)
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

Template:Tc No
Bulldog Bundle A duffel bag with a loaded Bulldog shotgun. 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. Template:Tc Yes (20TC for nukies)
China-lake Bundle A duffel bag 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. Template:Tc Yes (25TC for nukies)
L6 Saw Bundle A duffel bag 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. Template:Tc Yes

Ammo

Image Name Description Cost (TC) NukeOps
Pistol Magazine (.35 auto) A pistol magazine with 15 rounds of .35 auto. Compatible with the Viper and Mk 58. Template:Tc 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. Template:Tc Yes
Box of .30 Rifle Bullets A box of 60 rounds for the surplus rifle. Template:Tc Yes
Box of .60 Anti-Material Bullets A box with 10 rounds for the Hristov sniper rifle. Template:Tc Yes
Drum magazine (.50 slug) Shotgun magazine with 8 shells filled with slugs. Compatible with the Bulldog. Rounds can be ejected to use in the hushpup. Template:Tc Yes
Rifle magazine (.20 rifle) A rifle magazine with 25 cartridges. Compatible with the Estoc DMR. Template:Tc Yes
Drum magazine (.50 pellet) Shotgun magazine with 8 shells filled with buckshot. Compatible with the Bulldog. Rounds can be ejected to use in the hushpup. Template:Tc Yes
SMG Magazine A SMG Magazine with 30 rounds of .35 Auto. Compatible with the C-20r and Drozd. Template:Tc Yes
Ammo Bundle A duffel bag 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. Template:Tc Yes (Only)

Explosives

Image Name Description Cost (TC) NukeOps
Smoke Grenade A grenade that releases a huge cloud of smoke, perfect for killing someone in the shadows or making a sneaky getaway. Template:Tc 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. Explodes instantly on impact. Template:Tc Yes
C-4 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. Template:Tc Yes
Incendiary Grenade Releases a spray of incendiary fragments, igniting anyone near the detonation area. Template:Tc 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. Template:Tc 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. Appears in a special, obviously-illegal package when purchased. Template:Tc Yes
Shrapnel Grenade Launches a spray of sharp fragments dealing great damaged against unarmored targets. Template:Tc Yes
Explosive Grenade A simplistic grenade with a 3.5 second long fuse that is geared towards injuring personnel. Causes minimal hull damage. Template:Tc Yes (Only)
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. Gibs an unarmored target. Template:Tc Yes
Power Sink A device that drains a lot of power from the station before exploding. Must be anchored onto an HV wire to drain power. Template:Tc 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. Template:Tc 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.

Template:Tc Yes (Only)
C-4 Bundle A bundle of 8 C-4 explosives. Comes with a free blood-red duffel bag. Template:Tc Yes

Wearables

Image Name Description Cost (TC) NukeOps
Syndicate EVA Bundle A duffel bag that contains an EVA suit, helmet, gas mask and double emergency oxygen tank. Offers no protection asides from space. Template:Tc Yes
Chest Rig Explosion-resistant tactical webbing used for holding traitor goods. Template:Tc Yes
Black Jetpack A black and red jetpack that allows you to fly in space. Template:Tc Yes
Syndicate Backpack A lightweight explosion-proof backpack for holding various traitor goods. Template:Tc Yes
Syndicate Visor The Syndicate's professional heads-up display, designed for better detection of fellow Syndicate agents. Proceed to China-Lake them anyway! Template:Tc Yes (Only)
No-slip Shoes A pair of chameleon shoes that protects you from slipping. A deceptively powerful item. Template:Tc Yes
Blood-red Magboots Magboots that prevent slipping. Has an integrated jetpack with a low amount of fuel. Magboots slow the user down slightly only when active. Template:Tc Yes
Carp Hardsuit An ordinary carp suit now with space faring capabilities, so that you can fully make your carp dream come true!!! Template:Tc 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. Comes with a free Agent ID card! Template:Tc Yes
Elite Web Vest An upgraded version of the standard syndicate webvest, sporting the same ballistic protection the web vest is known for, alongside added thermal weave and armour plating to provide additional protection against radiation, heat, blunt, slash and caustic. Template:Tc 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. Template:Tc Yes
Syndicate Hardsuit A duffel bag that contains the infamous blood-red hardsuit used by Syndicate operatives. Lightweight with robust armor. Also comes with some gloves, a gas mask and an airtank. Template:Tc Yes
Syndicate raid suit A duffel bag 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 gas mask and a sick helmet. Template:Tc Yes (Only)
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 gas mask. Template:Tc Yes (Only)
Syndicate Elite Hardsuit A duffel bag 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 gas mask and an airtank. Template:Tc Yes (Only)

Chemicals

Image Name Description Cost (TC) NukeOps
Syndicate Smokes Packet A pack of 10 cigarettes, infused with nicotine and omnizine. Smoking these cigarettes will slowly heal your wounds over time. Template:Tc Yes
Hypo Dart Markable dart with an enlarged reservoir for chemicals. It can store up to 10u of reagents in itself, and instantly inject when it hits the target. Starts empty. A syndicates best friend for dealing with deathsquad scum. Template:Tc 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. Template:Tc Yes
Chemical Synthesis Kit A starter kit for the aspiring chemist. Includes 60 units of vestine, a spare vial and dropper, a set of chemistry goggles, and 2 beakers. Perfect for all your lexorin foam grenade needs! Template:Tc 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.

Template:Tc 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. Template:Tc 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. Template:Tc Yes
Hyperzine Injector Kit A white medkit containing 6 microinjectors. Each injector contains 15u of hyperzine and has about half the duration of a full injector. Template:Tc 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. Template:Tc Yes
Interdyne Medical Bundle A duffel bag containing four combat medical kits, four tourniquets, four brute injectors, four burn injectors, four pyra injectors, four punct injectors, four airloss injectors, four combat medipens and a special one-handed self defence defibrillator. Template:Tc Yes (Only)
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. Template:Tc Yes (Only)

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. Template:Tc Yes
Syndicate ID Card A Syndicate ID card, with Syndicate access. Unlikely to be useful on its own, but goes great with reconfigured doors. Does not come with access-copying functionality. Template:Tc Yes
Travel Camera Stun people with your photography skills and the conveniently legal camera flash. Makes you look like a tourist. Template:Tc 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. Template:Tc Yes
Decoy 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. Template:Tc Yes
Smuggler's Satchel A handy, suspicious looking satchel. Just flat enough to fit underneath floor tiles. Template:Tc 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! Template:Tc 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 . Template:Tc 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". Template:Tc 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.

Template:Tc 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. Template:Tc 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. Template:Tc 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. Template:Tc Yes
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. Template:Tc Yes
Toolbox A suspicious black and red toolbox that contains insulated black gloves, a syndicate gas mask (which functions as a welding mask), and a full set of tools. The toolbox also functions as a powerful blunt weapon. Template:Tc 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. Template:Tc Yes
Syndicate Jaws of Death A tool that can pry open any door on the station, even if its bolted; however, it takes a few moments to work. This tool makes a loud and distinct sound when it forces open a door. Template:Tc Yes
Singularity Grenade Grenade that simulates the power of a singularity, generates powerful gravity well. Template:Tc 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. Template:Tc Yes
Authentication Disruptor/Access Breaker A good friend of the EMAG, capable of breaking the access of doors, lockers, vendors and machines, allowing them to be used by anyone. Has 3 charges that regenerate over time. Template:Tc Yes
Martyr Cyborg Module Turn your emagged borg friend into a walking bomb! Template:Tc 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. Template:Tc No
Weapon Cyborg Module This module will give a cyborg an reachable viper and energy dagger. Template:Tc Yes
Cryptographic Sequencer (EMAG) An iconic electromagnetic card, capable of jailbreaking machines, allowing them have alternative, highly illegal effects. Works on vendors, machines and even cyborgs, so long as you have access to them! Has three charges that regenerate over time. Template:Tc Yes
Syndi Law Circuit Kit A subversive Lawset to use when you want to turn the A.I. to your side, use as much as possible. Comes with a Syndicate ID. Template:Tc No
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.) Template:Tc No
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!!!! Template:Tc Yes (Only)
Antimov Law Circuit A very dangerous Lawset to use when you want to cause the A.I. to go haywire. Use with caution. Template:Tc Yes (Only)
Basic Operative Bundle Contains 40 telecrystals of basic operative gear. For those operatives who just don't know what they should buy. Template:Tc Yes (Only)

Implants

Image Name Description Cost (TC) NukeOps
Uplink Implanter Allows you to access your Syndicate uplink without the device present. WIPE IT WITH SOAP OR SEC WILL CATCH YOU. Template:Tc No
Micro Bomb Implanter Explode on death or manual activation with this implant. Destroys the body along with all equipment worn. Template:Tc Yes (Only)
Identity Mask Implanter Modifies your vocal cords and facial structure to be able to mimic anyone you could imagine. Template:Tc 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. Template:Tc Yes
Scram Implanter A 2-use implant which teleports you within a 15 tile radius. Attempts to teleport you onto a unobstructed tile. Whether that tile is near your fellow operatives or a canister bomb is up to the gods to decide. Template:Tc Yes
Radio Implanter Implants a Syndicate radio, allowing covert communication without a headset. Template:Tc Yes
Freedom Implanter An implanter that, once injected, allows the user to escape cuffs up to three times on demand. Template:Tc 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. Template:Tc 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. Template:Tc Yes (Only)
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. Template:Tc Yes (Only)
Fake Mindshield Implant An implanter that, when injected, allows the user to toggle a mindshield effect on and off that will have you appear to be mindshielded on a security HUD. Goes well with the agent ID and chameleon clothes. Template:Tc Yes
Storage Implanter An implanter that, once injected, allows the user to access a subdermal storage bag that can hold up to two L (pistol) grids. Template:Tc 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. Template:Tc Yes (Only)

Allies

Image Name Description Cost (TC) NukeOps
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. Template:Tc No
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. Template:Tc Yes
SyndiCat Teleporter Call in a handy cat equipped with a microbomb implant. Explodes when seriously injured. Can bite painfully.

Mrrowow :3

Template:Tc Yes
Genetic Ancestor Reinforcement Teleporter Call in a trained monkey or kobold to assist you. Comes with some drip and a cigarette. Monkey and kobold agents are supposed to follow your orders. Results may vary. Template:Tc 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 and throwing knife. It is their job to assist you in whatever operation or objectives you are campaigning on.

The medic is equipped with a Combat Medikit.

The thief is equipped with a suspicious toolbox and syndicate jaws of life.

The spy is equipped with an agent id and voice changer.

Template:Tc No
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. Unlike most implants, the Holoparasite can NOT be removed with an implant remover. The only way to kill a Holoparasite is to kill the host. The host may be revived after death and will not have the Holoparasite anymore. Template:Tc 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. Template:Tc Yes (Only)
Syndicate Assualt Cyborg Teleporter A lean, mean killing machine with access to a Double bladed Energy Sword, L6C (self recharging L6 saw, recharges 1 bullet every 4 seconds), Cryptographic Sequencer, Access Breaker, Crowbar and a Pinpointer.

Dont forget welding fuel!!!

Template:Tc Yes (Only)

Job Specific

Image Name Description Cost (TC) Job
Advanced Circular Saw An advanced circular saw perfect for all your medical malpractice dreams. Template:Tc Doctor
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. Template:Tc 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. Template:Tc 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. Template:Tc 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. Template:Tc Janitor
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. Template:Tc Botanist
Syndicate Sponge Box A box of 6 monkey cubes that, once rehydrated, transforms into a random hostile wildlife creature. Template:Tc Zookeeper, Science department, Chef
Cap Gun Revolver 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. Template:Tc 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. Template:Tc 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. Template:Tc Chaplain
Cane Blade A cane that has a hidden blade that can be unsheathed. Template:Tc Librarian

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. (Limit 1 of each style, jumpsuit and jumpskirt) Template:Tc Yes
Syndicate Business Card A business card that you can give to someone to demonstrate your involvement in the syndicate or leave at the crime scene in order to make fun of the detective. (Limit 3) Template:Tc Yes
Outlaw Hat A black brimmed outlaw hat, perfect for challenging any head to a duel right before 12pm. (Limit 1) Template:Tc Yes
Striped Syndicate Scarfs (red or green) A valid way of keeping warm (limit 1 of each color) Template:Tc 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. (Limit 1) Template:Tc Yes
Syndicate Snack Box A harmless, but nukie themed lunchbox with a random toy and some suspicious drinks and snacks. Template:Tc Yes
Barber Scissors MAKE THEM ALL BALD. Template:Tc Yes
Outlaw Glasses A silly glasses and mustache combo. An essential pick for any serious undercover operation. Template:Tc 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. Template:Tc Yes
Contraband Lighter Box A mystery box guaranteed to contain a syndicate branded lighter. Template:Tc 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!!! Template:Tc Yes
Cap gun A normal cap gun. Not to be confused with the fake cap gun, which can use lethals. Template:Tc Yes
Clown Costume Duffel Bag A clown duffel bag containing a full clown costume, PDA, and service earpiece. Template:Tc Yes
Carp Suit Duffel Bag A duffel bag 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. Template:Tc Yes
Syndicate PJ Bundle A duffel bag containing 3 pairs of Syndicate PJs, bedsheets and some random plushes. Template:Tc Yes
Syndie Balloon Watch Sec scream with fear as you approach with this inflatable terror. Template:Tc Yes
Cat Ears UwU Template:Tc Yes

Objective

Image Name Description Cost (TC) NukeOps
Hijack Beacon A syndicate-brand hijack beacon designed to get around the firewalls of Nanotrasen-brand Automated Trade Stations. They take 200 seconds to work and Trade Stations will announce they are being hacked, so prepare accordingly. (Only available to traitors with an objective to hijack the ATS.) Template:Tc No

Last price check and update was performed on 20th January 2025

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 multiple 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. If security catches you with an open uplink, you have fucked not only YOUR chances of winning, but also ALL OTHER TRAITORS, DO NOT MAKE THIS MISTAKE.
  • Spend all your TC on a surplus box only to receive syndicate stamps