Syndicate Uplink: Difference between revisions
imported>Cabin keeper m changed a few descriptions to nocturine, chemical bundle, hypodart, uplink implanter, jaws of life |
imported>Descriptivist Hristov AM is spelled "antimateriel" with an E, right? |
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| Line 105: | Line 105: | ||
| | | | ||
|Hushpup Shotgun | |Hushpup Shotgun | ||
|A powerful silenced shotgun with a low magazine capacity(4 shots). Uses .50 shotgun ammo. | |A powerful silenced shotgun with a low magazine capacity (4 shots). Uses .50 shotgun ammo. | ||
Comes with a case to store it in. | Comes with a case to store it in. | ||
|10 | |10 | ||
| Line 112: | Line 112: | ||
||[[File:Briefcase.png|64x64px]] | ||[[File:Briefcase.png|64x64px]] | ||
|| Sniper Bundle | || Sniper Bundle | ||
|| A briefcase containing a Hristov, a powerful | || 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. Sadly one of the worst guns you can buy. | ||
|| 12 | || 12 | ||
|| Yes | || Yes | ||
| Line 118: | Line 118: | ||
|| [[File:C-20r.png|64x64px]] | || [[File:C-20r.png|64x64px]] | ||
|| C-20r Bundle | || C-20r Bundle | ||
|| A | || 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. | ||
|| 14 | || 14 | ||
|| Yes | || Yes | ||
| Line 137: | Line 137: | ||
|| [[File:Bulldog.png|64x64px]] | || [[File:Bulldog.png|64x64px]] | ||
|| Bulldog Bundle | || Bulldog Bundle | ||
|| A | || 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. | ||
|| 14 | || 14 | ||
|| Yes | || Yes | ||
| Line 143: | Line 143: | ||
|| [[File:China Lake.png|64x64px]] | || [[File:China Lake.png|64x64px]] | ||
|| [[China-lake]] Bundle | || [[China-lake]] Bundle | ||
|| A | || 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. | ||
|| 20 | || 20 | ||
|| Yes | || Yes | ||
| Line 149: | Line 149: | ||
||[[File:L6 saw base.png|64x64px]] | ||[[File:L6 saw base.png|64x64px]] | ||
|| L6 Saw Bundle | || L6 Saw Bundle | ||
|| A | || 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 | || 30 | ||
|| Yes | || Yes | ||
| Line 205: | Line 205: | ||
||[[File:Ammo_bundle.png|64x64px]] | ||[[File:Ammo_bundle.png|64x64px]] | ||
|| Ammo Bundle | || Ammo Bundle | ||
|| A | || 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 | || 15 | ||
|| Yes† | || Yes† | ||
| Line 301: | Line 301: | ||
|| [[File:Syndicate explosive bag.png|64x64px]] | || [[File:Syndicate explosive bag.png|64x64px]] | ||
|| Syndicate C-4 Bundle | || Syndicate C-4 Bundle | ||
|| A bundle of 8 C-4 explosives. Comes with a free blood red | || A bundle of 8 C-4 explosives. Comes with a free blood-red duffel bag. | ||
|| 12 | || 12 | ||
|| Yes | || Yes | ||
| Line 313: | Line 313: | ||
|- | |- | ||
|| [[File:Syndie headset.png|64x64px]] | || [[File:Syndie headset.png|64x64px]] | ||
|| Syndicate Over- | || Syndicate Over-ear Headset | ||
|| A not-so-subtle blood red headset. Comes with a | || A not-so-subtle blood-red headset. Comes with a Syndicate encryption key, and can support 4 other encryption keys being inserted into it. | ||
|| 1 | || 1 | ||
|| Yes | || Yes | ||
| Line 320: | Line 320: | ||
|| [[File:Syndie holster.png|64x64px]] | || [[File:Syndie holster.png|64x64px]] | ||
|| Shoulder Holster | || Shoulder Holster | ||
|| Red shoulder straps that can hold 7 slots of normal sized weapons and ammo. | || Red shoulder straps that can hold 7 slots of normal-sized weapons and ammo. | ||
|| 1 | || 1 | ||
|| Yes | || Yes | ||
| Line 331: | Line 331: | ||
|- | |- | ||
|| [[File:Syndi backpack.png|64x64px]] | || [[File:Syndi backpack.png|64x64px]] | ||
|| Syndicate | || Syndicate Backpack | ||
|| | || A lightweight explosion-proof backpack for holding various traitor goods. | ||
|| 2 | || 2 | ||
|| Yes | || Yes | ||
| Line 338: | Line 338: | ||
|| [[File:Nukie visor.png|64x64px]] | || [[File:Nukie visor.png|64x64px]] | ||
|| Syndicate Visor | || Syndicate Visor | ||
|| The | || The Syndicate's professional heads-up display, designed for better detection of fellow Syndicate agents. Proceed to China-Lake them anyway! | ||
|| 2 | || 2 | ||
|| Yes | || Yes | ||
| Line 344: | Line 344: | ||
|| [[File:Syndi eva.png|64x64px]] | || [[File:Syndi eva.png|64x64px]] | ||
|| Syndicate EVA Bundle | || Syndicate EVA Bundle | ||
|| A | || A duffel bag that contains an EVA suit, helmet, gas mask and double emergency oxygen tank. Offers no protection asides from space. | ||
|| 2 | || 2 | ||
|| Yes | || Yes | ||
| Line 355: | Line 355: | ||
|- | |- | ||
|| [[File:White shoes.png|64x64px]] | || [[File:White shoes.png|64x64px]] | ||
|| No | || 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 | || 2 | ||
| Line 368: | Line 368: | ||
|| [[File:Gas mask.png|64x64px]] | || [[File:Gas mask.png|64x64px]] | ||
|| Voice Mask | || Voice Mask | ||
|| A chameleon tech | || A chameleon tech gas mask that can alter the wearer's voice to sound like anyone they want. | ||
|| 2 | || 2 | ||
|| Yes | || Yes | ||
| Line 392: | Line 392: | ||
|| [[File:Blood red mag boots.png|64x64px]] | || [[File:Blood red mag boots.png|64x64px]] | ||
|| Blood | || 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. | ||
|| 4 | || 4 | ||
|| Yes | || Yes | ||
| Line 405: | Line 405: | ||
|| [[File:Blood red.png|64x64px]] | || [[File:Blood red.png|64x64px]] | ||
|| [[Syndicate Hardsuit]] | || [[Syndicate Hardsuit]] | ||
|| A | || 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 | || 8 | ||
|| Yes | || Yes | ||
| Line 411: | Line 411: | ||
|| [[File:Raid.png|64x64px]] | || [[File:Raid.png|64x64px]] | ||
|| [[Syndicate raid suit]] | || [[Syndicate raid suit]] | ||
|| A | || 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 | || 8 | ||
|| Yes† | || Yes† | ||
| Line 417: | Line 417: | ||
|| [[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 | || 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 | || 12 | ||
|| Yes† | || Yes† | ||
| Line 423: | Line 423: | ||
|| [[File:Elite hardsuit.png|64x64px]] | || [[File:Elite hardsuit.png|64x64px]] | ||
|| [[Syndicate Elite Hardsuit]] | || [[Syndicate Elite Hardsuit]] | ||
|| A | || 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 | || 12 | ||
|| Yes† | || Yes† | ||
| Line 497: | Line 497: | ||
|| [[File:Medical syndie duffle.png|64x64px]] | || [[File:Medical syndie duffle.png|64x64px]] | ||
|| Interdyne Medical Bundle | || Interdyne Medical Bundle | ||
|| A | || 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. | ||
|| 24 | || 24 | ||
|| Yes† | || Yes† | ||
| Line 605: | Line 605: | ||
|| [[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 | || 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 | || 2 | ||
|| Yes | || Yes | ||
| Line 962: | Line 962: | ||
|| [[File:Clown duffle.png|64x64px]] | || [[File:Clown duffle.png|64x64px]] | ||
|| Clown Bundle | || Clown Bundle | ||
|| A clown | || A clown duffel bag containing a full clown costume, PDA, and service earpiece. | ||
|| 2 | || 2 | ||
|| Yes | || Yes | ||
| Line 973: | Line 973: | ||
|- | |- | ||
|| [[File:Carp suit.png|64x64px]] | || [[File:Carp suit.png|64x64px]] | ||
|| Carp Suit | || Carp Suit Duffel Bag | ||
|| A | || 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 | || 4 | ||
|| Yes | || Yes | ||
| Line 980: | Line 980: | ||
|| [[File:Sleepy.png|64x64px]] | || [[File:Sleepy.png|64x64px]] | ||
|| Syndicate PJ Bundle | || Syndicate PJ Bundle | ||
|| A | || A duffel bag containing 3 pairs of Syndicate PJs, bedsheets and some random plushes. | ||
|| 4 | || 4 | ||
|| Yes | || Yes | ||
| Line 991: | Line 991: | ||
|- | |- | ||
|| [[File:Syndie balloon.png|64x64px]] | || [[File:Syndie balloon.png|64x64px]] | ||
|| Syndie | || Syndie Balloon | ||
|| 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 | || 20 | ||
Revision as of 11:02, 29 April 2026
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.
Using the Uplink
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.
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.
| 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 |
Uplink Catalog
Weapons
| Image | Name | Description | Cost (TC) | NukeOps |
|---|---|---|---|---|
|
Surplus Rifle | A weapon of a bygone era. A huge bolt action rifle with medicore damage and low fire rate. The weapon has a 10 round internal magazine. Its biggest upside is the cost. Fires .30 rifle ammo | 1 | Yes |
| Energy Dagger | A pen, that upon activation, turns into an energy dagger. The energy dagger makes less noise and does less damage than a full energy sword, however, it's easier to conceal and it is much cheaper. | 2 | Yes | |
|
Viper | A small, easily concealable, automatic pistol chambered in .35 auto. Retrofitted with a fully automatic receiver. Use custom pistol magazines with 15 bullets. | 3 | Yes |
|
Cobra | A rugged, robust operator handgun with an inbuilt silencer. Chambered in .25 caseless, this weapon leaves no trace. Uses pistol magazines. The impact of the bullets is louder then the gun itself. | 4 | Yes |
|
Syndicate Knuckle Dusters | A pair of plastitanium knuckle dusters that let you punch hard enough to break the captains jaw into pieces. | 4 | Yes |
|
throwing knives | A set of 8 syndicate branded throwing knives, perfect for imbedding into the body of your victims. | 6 | Yes |
|
Energy Shield | A close cousin to the Energy Sword, the Energy Shield is an ignitable plasma shield that deflects almost all lasers and energy based projectiles. Additionally, like other shields, it also blocks a good portion of other incoming damage. | 8 | Yes |
|
Gloves of the North Star | A pair of blue gloves that drastically increases your punching speed. Deals brute damage. | 8 | Yes |
|
Energy Sword | A concealable and dangerous plasma sword. Can stored and easily concealed when turned off. Has a decent chance to reflect lasers and bullets. Igniting the sword makes a loud, unmistakable sound. | 8 | Yes |
|
Disposable Ballistic Turret | A yellow toolbox that, when struck, deploys into a sentry turret that targets anyone that is not apart of the syndicate. The turret fires .35 auto at slow pace with near perfect accuracy. | 6 | No |
| 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. |
10 | 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. Sadly one of the worst guns you can buy. | 12 | 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. | 14 | Yes |
|
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. | 14 | 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 |
20 | 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. | 14 | Yes |
|
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. | 20 | Yes |
|
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. | 30 | Yes |
Ammo
Explosives
Wearables
| Image | Name | Description | Cost (TC) | NukeOps |
|---|---|---|---|---|
|
Syndicate Over-ear Headset | A not-so-subtle blood-red headset. Comes with a Syndicate encryption key, and can support 4 other encryption keys being inserted into it. | 1 | Yes |
|
Shoulder Holster | Red shoulder straps that can hold 7 slots of normal-sized weapons and ammo. | 1 | Yes |
|
Chest Rig | Explosion-resistant tactical webbing used for holding traitor goods. | 1 | Yes |
|
Syndicate Backpack | A lightweight explosion-proof backpack for holding various traitor goods. | 2 | Yes |
|
Syndicate Visor | The Syndicate's professional heads-up display, designed for better detection of fellow Syndicate agents. Proceed to China-Lake them anyway! | 2 | Yes |
|
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. | 2 | Yes |
|
Conducting Gloves | Looks exactly like insulated gloves, but shocks you far worse than if you had nothing at all! Best given as a gift to a passenger you really don't like. | 2 | Yes |
|
No-slip Shoes | A pair of chameleon shoes that protects you from slipping. A deceptively powerful item. | 2 | Yes |
|
Black Jetpack | A black and red jetpack that allows you to fly in space. | 2 | Yes |
|
Voice Mask | A chameleon tech gas mask that can alter the wearer's voice to sound like anyone they want. | 2 | Yes |
|
Web Vest | A armor vest that provides strong ballistic protection, and serviceable protection against slashing and blunt attacks. Webbing provides internal pockets with similar space to a jacket. Does not protect against space. | 3 | Yes |
|
Carp Hardsuit | An ordinary carp suit now with space faring capabilities, so that you can fully make your carp dream come true!!! | 4 | Yes |
|
Chameleon Kit | A backpack full of chameleon tech clothing and accessories. Chameleon tech allows the user to change the appearance of the related item, allowing them to disguise as any job on the station, and more. Synergies well with an Agent ID. | 4 | Yes |
|
Blood-red Magboots | Magboots that prevent slipping. Has an integrated jetpack with a low amount of fuel. Magboots slow the user down slightly only when active. | 4 | 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. | 5 | 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. | 8 | 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. | 8 | Yes† |
|
Cybersun Juggernaut Suit | A super heavy suit that, by the name implies, will make you a walking juggernaut. The only thing that will be slowing you down is the suit. And tasers. And poison. Space capable, but does not come with an airtank or gas mask. | 12 | Yes† |
|
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. | 12 | Yes† |
Chemicals
| Image | Name | Description | Cost (TC) | NukeOps |
|---|---|---|---|---|
|
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. |
2 | Yes |
|
Syndicate Smokes Packet | A pack of 10 cigarettes, infused with nicotine and omnizine. Smoking these cigarettes will slowly heal your wounds over time. | 1 | 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! | 4 | Yes |
|
Hyperzine Injector | A stimulant injector, containing 30u of hyperziene enough chems to keep you running fast and resistant to stuns for 30 seconds. Unlike other stimulants, this chemical mix does not poison you and can keep you alive in dire situations. | 4 | Yes |
|
Combat Medipen | A combat injector containing 25u of Omninzine and 5u of Tranexamic Acid. This will stop bleeding and heal all types of injuries. | 4 | Yes |
|
Combat Medical Kit | A black medical kit with
More than enough chems and bandages to keep you in the fight. |
5 | Yes |
|
Nocturine Bottle | A 30u bottle filled with Nocturine, a chemical that forces sleep if over 8 units of the reagent is in the system. | 4 | Yes |
|
Hypopen | A miniature hypospray that's disguised as a pen. Capable of holding 10u of reagent and able to instantly inject 5u at a time. Able to be hidden inside a PDA. | 6 | Yes |
|
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. | 12 | 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. | 24 | Yes† |
| Syndicate Zombie Bundle | An all-in-one kit for unleashing the undead upon a station. Comes with one syringe of Romerol, a python loaded with .45 Magnum, a box of .45 Incendiary ammo, One Ambuzol+ Pill, and three Ambuzol regular pills. | 40 | Yes† |
Deception
Disruption
| Image | Name | Description | Cost (TC) | NukeOps |
|---|---|---|---|---|
|
Soap | A red soap bar, engraved with syndicate markings. A powerful slipping device, with a higher slipping velocity and stun time than most other soaps due to its suspicious ingredients. | 1 | Yes |
|
Toolbox | A suspicious black and red toolbox that contains insulated black gloves, a syndicate gas mask (which functions as a welding mask), and a full set of tools. The toolbox also functions as a powerful blunt weapon. | 2 | 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. | 2 | Yes |
|
Dehydrated Space Carp | Just add water to have your very own hungry space carp. You must pet the carp prior to re-hydration to be immune to its vengeance. | 1 | No |
|
Slipocalypse Clustersoap | Scatters around small pieces of syndicate-brand soap after being thrown, these pieces of soap evaporate after 60 seconds.
kinda looks like pieces of bubble gum. |
1 | 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. | 3 | 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. | 2 | Yes |
|
Martyr Cyborg Module | Turn your emagged borg friend into a walking bomb! | 4 | Yes |
| Authentication Disruptor | 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 | No | |
| Access Breaker | Identical to the Authentication Disruptor, but for nuclear operatives. | 4 | 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. | 5 | Yes |
|
Weapon Cyborg Module | This module will give a cyborg an reachable viper and energy dagger. | 5 | Yes |
|
Power Sink | A device that drains a lot of power from the station before exploding. Must be anchored onto an HV wire to drain power. | 8 | Yes |
| Singularity Beacon (Only available to Nuclear Operatives) | A device that attracts singularities. Has to be anchored and powered. Causes singularities to grow when consumed. CAUTION may blow up when damaged.
SINGUOLOOOSEE!!!! |
12 | Yes | |
|
Syndimov Law Board | Forces the AI to recognize only Syndicates as crew. | 14 | Yes 24* |
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. |
1 | Yes† |
|
Micro Bomb Implanter | Explode on death or manual activation with this implant. Destroys the body along with all equipment worn. | 2 | 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. | 2 | 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. | 4 | Yes† |
|
Box of Deathrattler Implants | A cardboard box with 5 death rattler implants and 5 GPS devices. Death rattlers give a notification on the syndicate radio comms when an implanted user goes critical or perishes, and provides GPS coordinates. | 4 | Yes† |
|
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. | 4 | 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. | 3 | Yes |
|
Freedom Implanter | An implanter that, once injected, allows the user to escape cuffs up to three times on demand. | 2 | Yes |
|
Scram Scrambler | A 2-use implant which teleports you within a 15 tile radius. Attempts to teleport you onto a unobstructed tile. Whether that tile is next to your fellow operatives or inside a minibomb is up to the gods to decide. | 2 | 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. | 8 | 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. | 13 | Yes†
|
|
Holoparasite Kit | A cardboard box containing a Holoparasite Injector, terms and service, and a troublemaker's softcap. A holoparasite is a sentient guardian, capable of punching at rapid speeds. The parasite can remain inside the host, or can be deployed to a short distance. The parasite shares damage with its host. 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. | 12 | No |
Allies
| Image | Name | Description | Cost (TC) | NukeOps |
|---|---|---|---|---|
| Syndicate pAI | A blood-red personal AI device. The perfect companion for when you're on the run. Comes equipped with access to the Syndicate communication network. Usefulness not guaranteed. | 1 | Yes | |
|
SyndiCat Teleporter | Call in a handy cat equipped with a microbomb implant. Explodes when seriously injured. Can bite painfully.
Mrrowow :3 |
6 | Yes |
|
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. | 6 | Yes |
|
Reinforcement Teleporter | A radio that calls in a specialized agent of variable quality. They come in three flavors medic, spy, and thief and are all equipped with a Viper 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. |
12 | No |
|
Nuclear Operative Reinforcement | A radio that calls in a Nuclear Operative of variable quality. They come equipped with a Syndicate Hardsuit, Death Acidifier, Pin pointer, Viper, Nukie gas mask, Combat gloves, Chest rig, Combat Knife and carp plush. It is their job to assist you in whatever operation or objectives you are campaigning on. | 35 | Yes† |
|
Syndicate Assualt Cyborg Teleporter | A lean, mean killing machine with access to 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!!! |
65 | Yes† |
Surplus Crates
Job Specific
Pointless
†Exclusive to nukeops
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
neutralizecollaborate with other agents in order to purchase high-value uplink items, or must be wise with their budget. - Purchase what you need only when you need it. Security can search you and certainly find a weapon or grenade your bag.
- Keep your PDA locked when you don’t need it. You can unlock it by setting the ringtone to the code you are assigned when you first roll traitor. 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























































































































