Syndicate Uplink: Difference between revisions
imported>Descriptivist Hristov AM is spelled "antimateriel" with an E, right? |
imported>Roryflowers Fixed a lot of uplink entries that didn't match the actual uplink. |
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== Uplink Catalog == | == Uplink Catalog == | ||
<!-- 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 | <!-- The last update done to the below tables was on 2026-05-16--> | ||
===Weapons=== | ===Weapons=== | ||
| Line 59: | Line 56: | ||
|| A small, easily concealable, automatic pistol chambered in .35 auto. Retrofitted with a fully automatic receiver. Use custom pistol magazines with 15 bullets. | || A small, easily concealable, automatic pistol chambered in .35 auto. Retrofitted with a fully automatic receiver. Use custom pistol magazines with 15 bullets. | ||
|| 3 | || 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. | |||
|| 4 | |||
|| Yes | || Yes | ||
|- | |- | ||
| Line 67: | Line 70: | ||
|| 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 | ||
|| | || 5 | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 83: | Line 86: | ||
|| 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 | || 8 | ||
|| Yes | || Yes (Only) | ||
|- | |- | ||
||[[File:NorthStarGloves.png|64x64px]] | ||[[File:NorthStarGloves.png|64x64px]] | ||
| Line 97: | Line 100: | ||
|| Yes | || Yes | ||
|- | |- | ||
||[[File: | ||[[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. | ||
|| | || 10 | ||
| | || Yes | ||
|Yes | |||
|- | |- | ||
||[[File:Briefcase.png|64x64px]] | ||[[File:Briefcase.png|64x64px]] | ||
|| Sniper Bundle | || 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. | || 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. | ||
|| | || 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. | |||
|| 10 | |||
|| Yes | || Yes | ||
|- | |- | ||
| Line 120: | Line 122: | ||
|| 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. | || 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 (17TC for nukies) | ||
|- | |- | ||
||[[File:Estoc.png|64x64px]] | ||[[File:Estoc.png|64x64px]] | ||
|| Estoc DMR | || 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. | || 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. | ||
|| | || 18 | ||
|| Yes(Only) | || Yes (Only) | ||
|- | |- | ||
||[[File:Desword.png|64x64px]] | ||[[File:Desword.png|64x64px]] | ||
| Line 139: | Line 141: | ||
|| 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. | || 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 (20TC for nukies) | ||
|- | |- | ||
|| [[File:China Lake.png|64x64px]] | || [[File:China Lake.png|64x64px]] | ||
| Line 145: | Line 147: | ||
|| 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. | || 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 (25TC for nukies) | ||
|- | |- | ||
||[[File:L6 saw base.png|64x64px]] | ||[[File:L6 saw base.png|64x64px]] | ||
| Line 162: | Line 164: | ||
||[[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 | || A pistol magazine with 15 rounds of .35 auto. Compatible with the Viper and Mk 58. | ||
|| 1 | || 1 | ||
|| Yes | || Yes | ||
| Line 174: | Line 176: | ||
||[[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 | || A box of 60 rounds for the surplus rifle. | ||
|| 1 | || 1 | ||
|| Yes | || Yes | ||
| Line 184: | Line 186: | ||
|| Yes | || Yes | ||
|- | |- | ||
||[[File:Ammo drum (.50 pellet)-East-6329.png|64x64px]] | || | ||
|| 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. | |||
|| 2 | |||
|| Yes | |||
|- | |||
|| | |||
|| Rifle magazine (.20 rifle) | |||
|| A rifle magazine with 25 cartridges. Compatible with the Estoc DMR. | |||
|| 2 | |||
|| Yes | |||
|- | |||
||[[File:Ammo drum (.50 pellet)-East-6329.png|64x64px]] | |||
|| Drum magazine (.50 pellet) | || Drum magazine (.50 pellet) | ||
|| Shotgun magazine with 8 shells filled with buckshot. Compatible with the Bulldog. | || Shotgun magazine with 8 shells filled with buckshot. Compatible with the Bulldog. Rounds can be ejected to use in the hushpup. | ||
|| 2 | || 2 | ||
|| Yes | || Yes | ||
| Line 196: | Line 210: | ||
|| Yes | || Yes | ||
|- | |- | ||
||[[File:Ammo_bundle.png|64x64px]] | ||[[File:Ammo_bundle.png|64x64px]] | ||
|| Ammo Bundle | || 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. | || 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 (Only) | ||
|- | |- | ||
|} | |} | ||
| Line 215: | Line 222: | ||
|- | |- | ||
!class="unsortable"|Image !!Name !!Description !!Cost (TC) !!NukeOps | !class="unsortable"|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. | |||
|| 1 | |||
|| 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. Explodes instantly on impact. | || 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 | || 2 | ||
|| Yes | || Yes | ||
|- | |- | ||
||[[File:Composition C4.png|64x64px|]] | ||[[File:Composition C4.png|64x64px|]] | ||
|| | || 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 | || 2 | ||
|| Yes | || Yes | ||
|- | |- | ||
|| [[File:Fire grenade.png|64x64px]] | || [[File:Fire grenade.png|64x64px]] | ||
|| Incendiary Grenade | || Incendiary Grenade | ||
| Line 246: | Line 247: | ||
|| Yes | || Yes | ||
|- | |- | ||
||[[File:Explosive pen B.png|64x64px]] | ||[[File:Grenade penguin icon.png|64x64px]] | ||
|| 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. | |||
|| 4 | |||
|| Yes | |||
|- | |||
||[[File:Explosive pen B.png|64x64px]] | |||
|| Exploding Pen | || 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. | || 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. | ||
| Line 252: | Line 259: | ||
|| Yes | || Yes | ||
|- | |- | ||
|| [[File:Sharp grenade.png|64x64px]] | || [[File:Sharp grenade.png|64x64px]] | ||
|| Shrapnel Grenade | || Shrapnel Grenade | ||
|| Launches a spray of sharp fragments dealing great damaged against unarmored targets. | || Launches a spray of sharp fragments dealing great damaged against unarmored targets. | ||
| Line 258: | Line 265: | ||
|| Yes | || Yes | ||
|- | |- | ||
|| | || | ||
|| Grenade | || Explosive Grenade | ||
|| A grenade that | || A simplistic grenade with a 3.5 second long fuse that is geared towards injuring personnel. Causes minimal hull damage. | ||
|| 4 | || 4 | ||
|| Yes | || Yes (Only) | ||
|- | |- | ||
||[[File:Syndicate minibomb.png|64x64px]] | ||[[File:Syndicate minibomb.png|64x64px]] | ||
| Line 276: | Line 277: | ||
|| Yes | || Yes | ||
|- | |- | ||
|| [[File: | || [[File:Powersink.png|64x64px]] | ||
|| | || 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 | || 8 | ||
|| Yes | || Yes | ||
| Line 297: | Line 297: | ||
and saves 20 TC in total cost for the explosives. | and saves 20 TC in total cost for the explosives. | ||
|| 12 | || 12 | ||
|| | || Yes (Only) | ||
|- | |- | ||
|| [[File:Syndicate explosive bag.png|64x64px]] | || [[File:Syndicate explosive bag.png|64x64px]] | ||
|| | || C-4 Bundle | ||
|| A bundle of 8 C-4 explosives. Comes with a free blood-red duffel bag. | || A bundle of 8 C-4 explosives. Comes with a free blood-red duffel bag. | ||
|| 12 | || 12 | ||
| Line 312: | Line 312: | ||
|- | |- | ||
|- | |- | ||
|| [[File: | || [[File:Syndi eva.png|64x64px]] | ||
|| Syndicate | || 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. | ||
|| 1 | || 1 | ||
|| Yes | || Yes | ||
|- | |- | ||
|| [[File:Grendair chest rig.png|64x64px]] | || [[File:Grendair chest rig.png|64x64px]] | ||
|| Chest Rig | || Chest Rig | ||
|| Explosion-resistant tactical webbing used for holding traitor goods. | || Explosion-resistant tactical webbing used for holding traitor goods. | ||
| Line 330: | Line 324: | ||
|| Yes | || Yes | ||
|- | |- | ||
|| [[File:Syndi backpack.png|64x64px]] | || [[File:Syndie jetpack.png|64x64px]] | ||
|| Black Jetpack | |||
|| A black and red jetpack that allows you to fly in space. | |||
|| 1 | |||
|| Yes | |||
|- | |||
|| [[File:Syndi backpack.png|64x64px]] | |||
|| Syndicate Backpack | || Syndicate Backpack | ||
|| A lightweight explosion-proof backpack for holding various traitor goods. | || A lightweight explosion-proof backpack for holding various traitor goods. | ||
| Line 336: | Line 336: | ||
|| Yes | || Yes | ||
|- | |- | ||
|| [[File:Nukie visor.png|64x64px]] | || [[File:Nukie visor.png|64x64px]] | ||
|| Syndicate Visor | || Syndicate Visor | ||
|| The Syndicate's professional heads-up display, designed for better detection of fellow Syndicate agents. Proceed to China-Lake them anyway! | || 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 (Only) | ||
|- | |- | ||
|| [[File:White shoes.png|64x64px]] | || [[File:White shoes.png|64x64px]] | ||
| Line 360: | Line 348: | ||
|| Yes | || Yes | ||
|- | |- | ||
|| [[File: | || [[File:Blood red mag boots.png|64x64px]] | ||
|| | || 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. | ||
|| 2 | || 2 | ||
|| Yes | || Yes | ||
|- | |- | ||
|| [[File:Carp suit.png|64x64px]] | |||
|| [[File:Carp suit.png|64x64px]] | |||
|| Carp Hardsuit | || Carp Hardsuit | ||
|| An ordinary carp suit now with space faring capabilities, so that you can fully make your carp dream come true!!! | || An ordinary carp suit now with space faring capabilities, so that you can fully make your carp dream come true!!! | ||
|| | || 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. | || 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 | || 4 | ||
|| Yes | || Yes | ||
|- | |- | ||
|| [[File:Webvest.png|64x64px]] | |||
|| [[File: | || 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 | || Yes | ||
|- | |- | ||
|| [[File:Webvest.png|64x64px]] | || [[File:Webvest.png|64x64px]] | ||
|| | || 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. | ||
|| 5 | || 5 | ||
|| Yes | || Yes | ||
| Line 406: | Line 381: | ||
|| [[Syndicate Hardsuit]] | || [[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. | || 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. | ||
|| | || 7 | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 413: | Line 388: | ||
|| 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. | || 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 (Only) | ||
|- | |- | ||
|| [[File:Jug suit.png|64x64px]] | || [[File:Jug suit.png|64x64px]] | ||
| Line 419: | Line 394: | ||
|| 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. | || 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 (Only) | ||
|- | |- | ||
|| [[File:Elite hardsuit.png|64x64px]] | || [[File:Elite hardsuit.png|64x64px]] | ||
| Line 425: | Line 400: | ||
|| 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. | || 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 (Only) | ||
|} | |} | ||
| Line 434: | Line 409: | ||
|- | |- | ||
|- | |- | ||
|| [[File:Closedsyndismokes.png|64x64px]] | |||
|| [[File:Closedsyndismokes.png|64x64px]] | |||
|| Syndicate Smokes Packet | || Syndicate Smokes Packet | ||
|| A pack of 10 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. | ||
|| 1 | || 1 | ||
|| Yes | || Yes | ||
|- | |- | ||
|| [[File: | || [[File:Dart red.png|64x64px]] | ||
|| | || 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 | || Yes | ||
|- | |- | ||
|| [[File:Stimpen.png|64x64px]] | || [[File:Stimpen.png|64x64px]] | ||
|| Hyperzine Injector | || 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. | || 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. | ||
|| | || 2 | ||
|| Yes | || Yes | ||
|- | |- | ||
|| [[File: | || [[File:Vials.png|64x64px]] | ||
|| | || Chemical Synthesis Kit | ||
|| A | || 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! | ||
|| | || 3 | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 474: | Line 442: | ||
* 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. | ||
|| | || 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. | |||
|| 3 | |||
|| Yes | || Yes | ||
|- | |- | ||
| Line 483: | Line 457: | ||
|| Yes | || Yes | ||
|- | |- | ||
|| [[File:Energy Dagger.png|64x64px]] | || [[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. | |||
|| 5 | |||
|| Yes | |||
|- | |||
|| [[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. | ||
| Line 489: | Line 469: | ||
|| Yes | || Yes | ||
|- | |- | ||
|| [[File:Medical syndie duffle.png|64x64px]] | |||
|| [[File:Medical syndie duffle.png|64x64px]] | |||
|| Interdyne Medical Bundle | || 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. | || 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 (Only) | ||
|- | |- | ||
|| [[File:ZombieIcon.png|64x64px]] | || [[File:ZombieIcon.png|64x64px]] | ||
| Line 505: | Line 479: | ||
|| 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 | || 40 | ||
|| | || Yes (Only) | ||
|- | |- | ||
|} | |} | ||
| Line 517: | Line 491: | ||
|| 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 | |||
|| 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. | |||
|| 1 | |||
|| Yes | |||
|- | |||
|| | |||
|| Travel Camera | |||
|| Stun people with your photography skills and the conveniently legal camera flash. Makes you look like a tourist. | |||
|| 1 | || 1 | ||
|| Yes | || Yes | ||
| Line 525: | Line 511: | ||
|| 1 | || 1 | ||
|| Yes | || Yes | ||
|- | |- | ||
||[[File:ND.png|64x64px]] | ||[[File:ND.png|64x64px]] | ||
|| | || 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 | || 1 | ||
|| Yes | || Yes | ||
|- | |- | ||
|| | || | ||
|| | || Smuggler's Satchel | ||
|| | || A handy, suspicious looking satchel. Just flat enough to fit underneath floor tiles. | ||
|| | || 1 | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 554: | Line 533: | ||
|| 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 | |||
|| 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". | |||
|| 3 | || 3 | ||
|| Yes | || Yes | ||
| Line 571: | Line 556: | ||
|| Yes | || Yes | ||
|- | |- | ||
|| [[File:BombSyndicate.png|64x64px]] | || [[File:BombSyndicate.png|64x64px]] | ||
|| Decoy Syndicate Bomb | || 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. | || 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. | ||
| Line 577: | Line 562: | ||
|| 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 | || 5 | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 597: | Line 576: | ||
|- | |- | ||
|- | |- | ||
||[[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. | ||
| Line 603: | Line 582: | ||
|| Yes | || Yes | ||
|- | |- | ||
|| [[File:Syndie toolbox.png|64x64px]] | || [[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. | |||
|| 1 | |||
|| Yes | |||
|- | |||
|| [[File:Syndie toolbox.png|64x64px]] | |||
|| Toolbox | || 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. | || 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. | ||
| Line 609: | Line 594: | ||
|| Yes | || Yes | ||
|- | |- | ||
|| [[File:JOL.png|64x64px]] | || [[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. | |||
|| 2 | |||
|| Yes | |||
|- | |||
|| [[File:JOL.png|64x64px]] | |||
|| Syndicate Jaws of Death | || 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. | || 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 | || 2 | ||
|| Yes | || Yes | ||
|- | |- | ||
|| [[File: | ||[[File:GrenadeSupermatter.png|64x64px]] | ||
|| | || Singularity Grenade | ||
|| | || Grenade that simulates the power of a singularity, generates powerful gravity well. | ||
|| 2 | |||
|| | || Yes | ||
|- | |- | ||
|| [[File:Radio jammer.png|64x64px]] | || [[File:Radio jammer.png|64x64px]] | ||
| Line 632: | Line 618: | ||
|| Yes | || Yes | ||
|- | |- | ||
|| [[File: | || [[File:Authentication Disruptor image.png|center|frameless]] | ||
|| | || [[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. | ||
|| | || 4 | ||
|| Yes | |||
|- | |- | ||
|| [[File:Syndicateborgbomb.png|64x64px]] | || [[File:Syndicateborgbomb.png|64x64px]] | ||
|| Martyr Cyborg Module | || Martyr Cyborg Module | ||
|| Turn your emagged borg friend into a walking bomb! | || Turn your emagged borg friend into a walking bomb! | ||
| Line 643: | Line 630: | ||
|| Yes | || Yes | ||
|- | |- | ||
|[[File: | || [[File:Ballistic Turret toolbox.png|64x64px]] | ||
| | || Disposable Ballistic Turret | ||
|A | || 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. | ||
|4 | || 4 | ||
|No | || No | ||
|- | |- | ||
|[[File: | || [[File:Syndicate borg module.png|64x64px]] | ||
| | || Weapon Cyborg Module | ||
| | || This module will give a cyborg an reachable viper and energy dagger. | ||
| | || 5 | ||
| | || Yes | ||
|- | |- | ||
|| [[File:Emag.png|64x64px]] | || [[File:Emag.png|64x64px]] | ||
|| [[Cryptographic Sequencer]] (EMAG) | || [[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. | || 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. | ||
| Line 661: | Line 648: | ||
|| 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. | ||
|| | || 8 | ||
|| | || No | ||
|- | |- | ||
|| [[File: | || [[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.) | ||
|| | || 20 | ||
|| | || No | ||
|- | |- | ||
|| [[File:Singularity beacon.png|64x64px]] | || [[File:Singularity beacon.png|64x64px]] | ||
|| Singularity Beacon | || 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. | || A device that attracts singularities. Has to be anchored and powered. Causes singularities to grow when consumed. CAUTION may blow up when damaged. SINGUOLOOOSEE!!!! | ||
SINGUOLOOOSEE!!!! | |||
|| 12 | || 12 | ||
|| Yes | || 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. | |||
|| 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. | |||
|| 40 | |||
|| Yes (Only) | |||
|- | |- | ||
|} | |} | ||
| Line 691: | Line 685: | ||
!class="unsortable"|Image !!Name !!Description !!Cost (TC) !!NukeOps | !class="unsortable"|Image !!Name !!Description !!Cost (TC) !!NukeOps | ||
|- | |- | ||
|[[File:Implanter0.png|64x64px]] | || [[File:Implanter0.png|64x64px]] | ||
|Uplink Implanter | || Uplink Implanter | ||
|Allows you to access your Syndicate uplink without the device present. | || Allows you to access your Syndicate uplink without the device present. WIPE IT WITH SOAP OR SEC WILL CATCH YOU. | ||
WIPE IT WITH SOAP OR SEC WILL CATCH YOU. | || 1 | ||
|1 | || No | ||
| | |||
|- | |- | ||
|| [[File:Microbomb.png|64x64px]] | || [[File:Microbomb.png|64x64px]] | ||
|| Micro Bomb Implanter | || Micro Bomb Implanter | ||
|| Explode on death or manual activation with this implant. Destroys the body along with all equipment worn. | || Explode on death or manual activation with this implant. Destroys the body along with all equipment worn. | ||
|| 2 | || 2 | ||
|| | || Yes (Only) | ||
|- | |- | ||
|| | || | ||
|| Identity Mask Implanter | |||
|| Modifies your vocal cords and facial structure to be able to mimic anyone you could imagine. | |||
|| 2 | |||
|| Yes | |||
|- | |||
|| | |||
|| 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. | ||
| Line 710: | Line 709: | ||
|| Yes | || Yes | ||
|- | |- | ||
|| [[File:Implanter0.png|64x64px]] | || [[File:Portal.png|64x64px]] | ||
|| 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. | |||
|| 2 | |||
|| Yes | |||
|- | |||
|| [[File:Synd label.png|64x64px]] | |||
|| Radio Implanter | |||
|| Implants a Syndicate radio, allowing covert communication without a headset. | |||
|| 2 | |||
|| Yes | |||
|- | |||
|| [[File:Freedom.png|64x64px]] | |||
|| Freedom Implanter | |||
|| An implanter that, once injected, allows the user to escape cuffs up to three times on demand. | |||
|| 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. | |||
|| 3 | |||
|| Yes | |||
|- | |||
|| [[File:Implanter0.png|64x64px]] | |||
|| Death Acidifer Implant | || 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. | || Completely melts the user including all of their equipment on use or death. Suspiciously only used after most operatives have been stripped. | ||
|| 4 | || 4 | ||
|| | || Yes (Only) | ||
|- | |- | ||
|| [[File:Box of doom.png|64x64px]] | || [[File:Box of doom.png|64x64px]] | ||
| Line 720: | Line 743: | ||
|| 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 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 | || 4 | ||
|| | || Yes (Only) | ||
|- | |- | ||
|[[File:Implanter0.png|64x64px]] | || [[File:Implanter0.png|64x64px]] | ||
|Fake Mindshield Implant | || 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. | || 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 | |||
|| | |||
|- | |- | ||
|| [[File:Grey backpack.png|64x64px]] | || [[File:Grey backpack.png|64x64px]] | ||
| Line 753: | Line 761: | ||
|| 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. | ||
|| 13 | || 13 | ||
|| | || Yes (Only) | ||
|- | |- | ||
| Line 770: | Line 771: | ||
!class="unsortable"|Image !!Name !!Description !!Cost (TC) !!NukeOps | !class="unsortable"|Image !!Name !!Description !!Cost (TC) !!NukeOps | ||
|- | |- | ||
|| [[File:Syndicate-icon-pai-off.png|64x64px]] | || [[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. | |||
|| 1 | |||
|| No | |||
|- | |||
|| [[File:Syndicate-icon-pai-off.png|64x64px]] | |||
|| Syndicate pAI | || 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. | || 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. | ||
| Line 776: | Line 783: | ||
|| Yes | || Yes | ||
|- | |- | ||
|| [[File:Old-radio-syndicat.png|64x64px]] | || [[File:Old-radio-syndicat.png|64x64px]] | ||
|| SyndiCat Teleporter | || SyndiCat Teleporter | ||
|| Call in a handy cat equipped with a microbomb implant. Explodes when seriously injured. Can bite painfully. | || Call in a handy cat equipped with a microbomb implant. Explodes when seriously injured. Can bite painfully. | ||
Mrrowow :3 | Mrrowow :3 | ||
|| 6 | || 6 | ||
|| Yes | || Yes | ||
|- | |- | ||
|| [[File:Old-radio-ancestor.png|64x64px]] | || [[File:Old-radio-ancestor.png|64x64px]] | ||
|| Genetic Ancestor Reinforcement Teleporter | || 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. | || 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 | || 6 | ||
|| Yes | || Yes | ||
|- | |- | ||
|| [[File:Old-radio-urist.png|64x64px]] | || [[File:Old-radio-urist.png|64x64px]] | ||
| Line 798: | Line 806: | ||
The spy is equipped with an agent id and voice changer. | The spy is equipped with an agent id and voice changer. | ||
|| 12 | || 11 | ||
|| 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. | |||
|| 12 | |||
|| No | || No | ||
|- | |- | ||
| Line 804: | Line 818: | ||
|| [[Nuclear Operative]] Reinforcement | || [[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. | || 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. | ||
|| | || 30 | ||
|| | || Yes (Only) | ||
|- | |- | ||
|| [[File:Old-radio-borg-assault.png|64x64px]] | || [[File:Old-radio-borg-assault.png|64x64px]] | ||
| Line 812: | Line 826: | ||
Dont forget welding fuel!!! | Dont forget welding fuel!!! | ||
|| 65 | || 65 | ||
|| | || Yes (Only) | ||
|- | |- | ||
|} | |} | ||
| Line 917: | Line 913: | ||
!class="unsortable"|Image !!Name !!Description !!Cost (TC) !!NukeOps | !class="unsortable"|Image !!Name !!Description !!Cost (TC) !!NukeOps | ||
|- | |- | ||
|| [[File:Syndiesuit.png|64x64px]] | |||
|| 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) | |||
|| 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) | |||
|| 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) | |||
|| 0 | |||
|| Yes | |||
|- | |||
|| [[File:Syndie scarf.png|64x64px]] | |||
|| Striped Syndicate Scarfs (red or green) | |||
|| A valid way of keeping warm (limit 1 of each color) | |||
|| 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) | |||
|| 0 | |||
|| Yes | |||
|- | |||
|| [[File:NB.png|64x64px]] | || [[File:NB.png|64x64px]] | ||
|| Syndicate Snack Box | || Syndicate Snack Box | ||
| Line 936: | Line 961: | ||
|| Yes | || Yes | ||
|- | |- | ||
|| [[File: | || [[File:Insuls.png|64x64px]] | ||
|| | || 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. | ||
|| 1 | || 1 | ||
|| Yes | || Yes | ||
|- | |- | ||
|| | |||
|| | || Contraband Lighter Box | ||
|| A | || A mystery box guaranteed to contain a syndicate branded lighter. | ||
|| 1 | || 1 | ||
|| Yes | || Yes | ||
|- | |- | ||
|| [[File: | || [[File:Decoy kit.png|64x64px]] | ||
|| | || 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!!! | ||
|| 1 | || 1 | ||
|| Yes | || Yes | ||
|- | |- | ||
|| [[File: | || [[File:Capgun.png|64x64px]] | ||
|| | || Cap gun | ||
|| A | || A normal cap gun. Not to be confused with the fake cap gun, which can use lethals. | ||
|| 1 | || 1 | ||
|| Yes | || Yes | ||
|- | |- | ||
|| [[File:Clown duffle.png|64x64px]] | || [[File:Clown duffle.png|64x64px]] | ||
|| Clown | || Clown Costume Duffel Bag | ||
|| A clown duffel bag containing a full clown costume, PDA, and service earpiece. | || A clown duffel bag containing a full clown costume, PDA, and service earpiece. | ||
|| 2 | || 2 | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 975: | Line 994: | ||
|| Carp Suit Duffel Bag | || 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. | || 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. | ||
|| | || 2 | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 981: | Line 1,000: | ||
|| Syndicate PJ Bundle | || Syndicate PJ Bundle | ||
|| A duffel bag 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. | ||
|| | || 2 | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 1,004: | Line 1,017: | ||
|} | |} | ||
=== 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.) | |||
|| 0 | |||
|| No | |||
|- | |||
|} | |||
Last price check and update was performed on 20th January 2025 | Last price check and update was performed on 20th January 2025 | ||
Revision as of 20:12, 16 May 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 |
|
Syndicate Knuckle Dusters | A pair of plastitanium knuckle dusters that let you punch hard enough to break the captains jaw into pieces. | 4 | 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 |
| 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 | 5 | 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 (Only) |
|
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 |
|
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. | 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. | 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. | 10 | 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 (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. | 18 | 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 (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. | 20 | 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. | 30 | Yes |
Ammo
Explosives
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. | 1 | Yes |
|
Chest Rig | Explosion-resistant tactical webbing used for holding traitor goods. | 1 | Yes |
|
Black Jetpack | A black and red jetpack that allows you to fly in space. | 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 (Only) |
|
No-slip Shoes | A pair of chameleon shoes that protects you from slipping. A deceptively powerful item. | 2 | 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. | 2 | Yes |
|
Carp Hardsuit | An ordinary carp suit now with space faring capabilities, so that you can fully make your carp dream come true!!! | 3 | Yes |
|
Chameleon Kit | A backpack full of chameleon tech clothing and accessories. Chameleon tech allows the user to change the appearance of the related item, allowing them to disguise as any job on the station, and more. Comes with a free Agent ID card! | 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 |
|
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. | 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. | 7 | 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 (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. | 12 | 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. | 12 | 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. | 1 | 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. | 2 | 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. | 2 | 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! | 3 | Yes |
|
Combat Medical Kit | A black medical kit with
More than enough chems and bandages to keep you in the fight. |
3 | 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. | 3 | 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 |
|
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. | 5 | 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 |
|
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 (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. | 40 | Yes (Only) |
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 |
|
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 |
|
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 |
|
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 |
|
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 |
|
Singularity Grenade | Grenade that simulates the power of a singularity, generates powerful gravity well. | 2 | Yes |
|
Radio Jammer | A device that will prevent any nearby outgoing radio communications when activated. Has a medium battery with about 100 seconds of use. | 3 | 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. | 4 | Yes | |
|
Martyr Cyborg Module | Turn your emagged borg friend into a walking bomb! | 4 | 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. | 4 | No |
|
Weapon Cyborg Module | This module will give a cyborg an reachable viper and energy dagger. | 5 | 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 |
| 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. | 8 | 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.) | 20 | 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!!!! | 12 | 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. | 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. | 40 | Yes (Only) |
Implants
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. | 1 | 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. | 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. |
11 | 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. | 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. | 30 | 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!!! |
65 | Yes (Only) |
Job Specific
Pointless
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.) | 0 | 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
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














































































































