Syndicate Uplink: Difference between revisions
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Revision as of 20:13, 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














































































































