Syndicate Uplink: Difference between revisions
imported>Roryflowers →Job Specific: Remove rigged boxing gloves from job-specific |
imported>Aliser use {{tc}} for TC |
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|| Surplus Rifle | || Surplus Rifle | ||
|| A weapon of a bygone era. A huge bolt action rifle with medicore damage and low fire rate. The weapon has a 10 round internal magazine. Its biggest upside is the cost. Fires .30 rifle ammo | || A weapon of a bygone era. A huge bolt action rifle with medicore damage and low fire rate. The weapon has a 10 round internal magazine. Its biggest upside is the cost. Fires .30 rifle ammo | ||
|| 1 | || {{tc|1}} | ||
|| Yes | || Yes | ||
|- | |- | ||
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|| Energy Dagger | || Energy Dagger | ||
|| A pen, that upon activation, turns into an energy dagger. The energy dagger makes less noise and does less damage than a full energy sword, however, it's easier to conceal and it is much cheaper. | || A pen, that upon activation, turns into an energy dagger. The energy dagger makes less noise and does less damage than a full energy sword, however, it's easier to conceal and it is much cheaper. | ||
|| 2 | || {{tc|2}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 55: | Line 55: | ||
|| Viper | || Viper | ||
|| 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 | || {{tc|3}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 61: | Line 61: | ||
|| Syndicate Knuckle Dusters | || Syndicate Knuckle Dusters | ||
|| A pair of plastitanium knuckle dusters that let you punch hard enough to break the captains jaw into pieces. | || A pair of plastitanium knuckle dusters that let you punch hard enough to break the captains jaw into pieces. | ||
|| 4 | || {{tc|4}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 67: | Line 67: | ||
|| Cobra | || Cobra | ||
|| A rugged, robust operator handgun with an inbuilt silencer. Chambered in .25 caseless, this weapon leaves no trace. Uses pistol magazines. The impact of the bullets is louder then the gun itself. | || A rugged, robust operator handgun with an inbuilt silencer. Chambered in .25 caseless, this weapon leaves no trace. Uses pistol magazines. The impact of the bullets is louder then the gun itself. | ||
|| 4 | || {{tc|4}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 73: | Line 73: | ||
|| Mini Energy Crossbow | || 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 | || 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 | || {{tc|5}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 79: | Line 79: | ||
|| throwing knives | || throwing knives | ||
|| A set of 8 syndicate branded throwing knives, perfect for imbedding into the body of your victims. | || A set of 8 syndicate branded throwing knives, perfect for imbedding into the body of your victims. | ||
|| 6 | || {{tc|6}} | ||
|| Yes | || Yes | ||
|- | |- | ||
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|| Energy Shield | || Energy Shield | ||
|| A close cousin to the Energy Sword, the Energy Shield is an ignitable plasma shield that deflects almost all lasers and energy based projectiles. Additionally, like other shields, it also blocks a good portion of other incoming damage. | || A close cousin to the Energy Sword, the Energy Shield is an ignitable plasma shield that deflects almost all lasers and energy based projectiles. Additionally, like other shields, it also blocks a good portion of other incoming damage. | ||
|| 8 | || {{tc|8}} | ||
|| Yes (Only) | || Yes (Only) | ||
|- | |- | ||
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|| Gloves of the North Star | || Gloves of the North Star | ||
|| A pair of blue gloves that drastically increases your punching speed. Deals brute damage. | || A pair of blue gloves that drastically increases your punching speed. Deals brute damage. | ||
|| 8 | || {{tc|8}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 97: | Line 97: | ||
|| Energy Sword | || Energy Sword | ||
|| A concealable and dangerous plasma sword. Can stored and easily concealed when turned off. Has a decent chance to reflect lasers and bullets. Igniting the sword makes a loud, unmistakable sound. | || A concealable and dangerous plasma sword. Can stored and easily concealed when turned off. Has a decent chance to reflect lasers and bullets. Igniting the sword makes a loud, unmistakable sound. | ||
|| 8 | || {{tc|8}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 103: | Line 103: | ||
|| Rigged Boxing Gloves | || 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. | || Blue boxing gloves that deals high stamina damage and respectable brute damage. You can effectively stun lock a lone target with these gloves. | ||
|| 10 | || {{tc|10}} | ||
|| Yes | || Yes | ||
|- | |- | ||
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|| 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 | || {{tc|10}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 115: | Line 115: | ||
|| Hushpup Shotgun | || 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. | || A powerful silenced shotgun with a low magazine capacity (4 shots). Uses .50 shotgun ammo. Comes with a case to store it in. | ||
|| 10 | || {{tc|10}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 121: | Line 121: | ||
|| C-20r Bundle | || 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. | || 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 | || {{tc|14}} | ||
|| Yes (17TC for nukies) | || Yes (17TC for nukies) | ||
|- | |- | ||
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|| 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 | || {{tc|18}} | ||
|| Yes (Only) | || Yes (Only) | ||
|- | |- | ||
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|| Double Bladed Energy Sword | || Double Bladed Energy Sword | ||
|| A much more expensive counter part to the normal energy sword: with a much higher reflection chance, larger attack angle, higher structural damage, and faster swing. Makes a lot of noise when used or turned on. | || A much more expensive counter part to the normal energy sword: with a much higher reflection chance, larger attack angle, higher structural damage, and faster swing. Makes a lot of noise when used or turned on. | ||
CURRENTLY DISABLED AND UNOBTAINABLE | CURRENTLY DISABLED AND UNOBTAINABLE | ||
|| 20 | || {{tc|20}} | ||
|| No | || No | ||
|- | |- | ||
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|| Bulldog Bundle | || 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. | || 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 | || {{tc|14}} | ||
|| Yes (20TC for nukies) | || Yes (20TC for nukies) | ||
|- | |- | ||
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|| [[China-lake]] Bundle | || [[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. | || 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 | || {{tc|20}} | ||
|| Yes (25TC for nukies) | || Yes (25TC for nukies) | ||
|- | |- | ||
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|| L6 Saw Bundle | || 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. | || A duffel bag with a loaded L6 SAW and a spare boxmag. The L6 is a fully automatic machinegun that excels at throwing rounds down range. This weapon is very inaccurate, so tougher targets may need to be engaged in close quarters. This weapon may be wielded for slightly better accuracy. | ||
|| 30 | || {{tc|30}} | ||
|| Yes | || Yes | ||
|- | |- | ||
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|| Pistol Magazine (.35 auto) | || Pistol Magazine (.35 auto) | ||
|| A pistol magazine with 15 rounds of .35 auto. Compatible with the Viper and Mk 58. | || A pistol magazine with 15 rounds of .35 auto. Compatible with the Viper and Mk 58. | ||
|| 1 | || {{tc|1}} | ||
|| Yes | || Yes | ||
|- | |- | ||
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|| Pistol Magazine (.25 caseless) | || Pistol Magazine (.25 caseless) | ||
|| A pistol magazine with 10 rounds of .25 caseless ammo. Compatible with the Cobra. Leaves no round casings on the floor. | || A pistol magazine with 10 rounds of .25 caseless ammo. Compatible with the Cobra. Leaves no round casings on the floor. | ||
|| 1 | || {{tc|1}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 177: | Line 177: | ||
|| Box of .30 Rifle Bullets | || Box of .30 Rifle Bullets | ||
|| A box of 60 rounds for the surplus rifle. | || A box of 60 rounds for the surplus rifle. | ||
|| 1 | || {{tc|1}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 183: | Line 183: | ||
|| Box of .60 Anti-Material Bullets | || Box of .60 Anti-Material Bullets | ||
|| A box with 10 rounds for the Hristov sniper rifle. | || A box with 10 rounds for the Hristov sniper rifle. | ||
|| 2 | || {{tc|2}} | ||
|| Yes | || Yes | ||
|- | |- | ||
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|| Drum magazine (.50 slug) | || 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. | || Shotgun magazine with 8 shells filled with slugs. Compatible with the Bulldog. Rounds can be ejected to use in the hushpup. | ||
|| 2 | || {{tc|2}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 195: | Line 195: | ||
|| Rifle magazine (.20 rifle) | || Rifle magazine (.20 rifle) | ||
|| A rifle magazine with 25 cartridges. Compatible with the Estoc DMR. | || A rifle magazine with 25 cartridges. Compatible with the Estoc DMR. | ||
|| 2 | || {{tc|2}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 201: | Line 201: | ||
|| Drum magazine (.50 pellet) | || Drum magazine (.50 pellet) | ||
|| Shotgun magazine with 8 shells filled with buckshot. Compatible with the Bulldog. Rounds can be ejected to use in the hushpup. | || Shotgun magazine with 8 shells filled with buckshot. Compatible with the Bulldog. Rounds can be ejected to use in the hushpup. | ||
|| 2 | || {{tc|2}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 207: | Line 207: | ||
|| SMG Magazine | || SMG Magazine | ||
|| A SMG Magazine with 30 rounds of .35 Auto. Compatible with the C-20r and Drozd. | || A SMG Magazine with 30 rounds of .35 Auto. Compatible with the C-20r and Drozd. | ||
|| 2 | || {{tc|2}} | ||
|| Yes | || Yes | ||
|- | |- | ||
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|| 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 | || {{tc|15}} | ||
|| Yes (Only) | || Yes (Only) | ||
|- | |- | ||
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|| Smoke Grenade | || Smoke Grenade | ||
|| A grenade that releases a huge cloud of smoke, perfect for killing someone in the shadows or making a sneaky getaway. | || A grenade that releases a huge cloud of smoke, perfect for killing someone in the shadows or making a sneaky getaway. | ||
|| 1 | || {{tc|1}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 232: | Line 232: | ||
|| 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 | || {{tc|2}} | ||
|| Yes | || Yes | ||
|- | |- | ||
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|| C-4 | || C-4 | ||
|| An explosive device that can be attached to walls, dealing high structural damage without spacing the floor. Good for breaching walls and destroying machines. Can be set to have a variable time trigger (minimum 10 seconds) or linked to a remote detonator. The device is armed when it is planted. Moderate explosive range. | || An explosive device that can be attached to walls, dealing high structural damage without spacing the floor. Good for breaching walls and destroying machines. Can be set to have a variable time trigger (minimum 10 seconds) or linked to a remote detonator. The device is armed when it is planted. Moderate explosive range. | ||
|| 2 | || {{tc|2}} | ||
|| Yes | || Yes | ||
|- | |- | ||
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|| Incendiary Grenade | || Incendiary Grenade | ||
|| Releases a spray of incendiary fragments, igniting anyone near the detonation area. | || Releases a spray of incendiary fragments, igniting anyone near the detonation area. | ||
|| 4 | || {{tc|4}} | ||
|| Yes | || Yes | ||
|- | |- | ||
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|| Grenade Penguin | || Grenade Penguin | ||
|| A grenade that takes the form of an aggressive penguin that explodes upon death, or when it meets the end of its fuse. The Penguin ignores syndicate agents. The grenade has a small, but lethal blast range. | || A grenade that takes the form of an aggressive penguin that explodes upon death, or when it meets the end of its fuse. The Penguin ignores syndicate agents. The grenade has a small, but lethal blast range. | ||
|| 4 | || {{tc|4}} | ||
|| Yes | || Yes | ||
|- | |- | ||
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|| 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. | ||
|| 4 | || {{tc|4}} | ||
|| Yes | || Yes | ||
|- | |- | ||
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|| 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. | ||
|| 4 | || {{tc|4}} | ||
|| Yes | || Yes | ||
|- | |- | ||
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|| Explosive Grenade | || Explosive Grenade | ||
|| A simplistic grenade with a 3.5 second long fuse that is geared towards injuring personnel. Causes minimal hull damage. | || A simplistic grenade with a 3.5 second long fuse that is geared towards injuring personnel. Causes minimal hull damage. | ||
|| 4 | || {{tc|4}} | ||
|| Yes (Only) | || Yes (Only) | ||
|- | |- | ||
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|| Syndicate Minibomb | || Syndicate Minibomb | ||
|| A powerful explosive with incredible damage, but limited by its small blast radius. A perfect tool designed for destroying a machine, a body, or whatever else needs to go. 5 second fuse time. Gibs an unarmored target. | || A powerful explosive with incredible damage, but limited by its small blast radius. A perfect tool designed for destroying a machine, a body, or whatever else needs to go. 5 second fuse time. Gibs an unarmored target. | ||
|| 6 | || {{tc|6}} | ||
|| Yes | || Yes | ||
|- | |- | ||
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|| Power Sink | || 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. | || A device that drains a lot of power from the station before exploding. Must be anchored onto an HV wire to drain power. | ||
|| 8 | || {{tc|8}} | ||
|| Yes | || Yes | ||
|- | |- | ||
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|| Syndicate Bomb | || Syndicate Bomb | ||
|| A large, difficult to defuse bomb that detonates in a huge, structurally devastating explosion if not disarmed in time. A useful and lethal distraction with a 180 second timer. Starts unanchored when purchased, but bolts upon being armed. Makes a dreaded beeping noise as the timer goes down. | || A large, difficult to defuse bomb that detonates in a huge, structurally devastating explosion if not disarmed in time. A useful and lethal distraction with a 180 second timer. Starts unanchored when purchased, but bolts upon being armed. Makes a dreaded beeping noise as the timer goes down. | ||
|| 11 | || {{tc|11}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 296: | Line 296: | ||
* 2 EMP grenades | * 2 EMP grenades | ||
and saves 20 TC in total cost for the explosives. | and saves 20 TC in total cost for the explosives. | ||
|| 12 | || {{tc|12}} | ||
|| Yes (Only) | || Yes (Only) | ||
|- | |- | ||
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|| C-4 Bundle | || 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 | || {{tc|12}} | ||
|| Yes | || Yes | ||
|} | |} | ||
| Line 315: | Line 315: | ||
|| Syndicate EVA Bundle | || 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. | || A duffel bag that contains an EVA suit, helmet, gas mask and double emergency oxygen tank. Offers no protection asides from space. | ||
|| 1 | || {{tc|1}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 321: | Line 321: | ||
|| Chest Rig | || Chest Rig | ||
|| Explosion-resistant tactical webbing used for holding traitor goods. | || Explosion-resistant tactical webbing used for holding traitor goods. | ||
|| 1 | || {{tc|1 }} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 327: | Line 327: | ||
|| Black Jetpack | || Black Jetpack | ||
|| A black and red jetpack that allows you to fly in space. | || A black and red jetpack that allows you to fly in space. | ||
|| 1 | || {{tc|1}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 333: | Line 333: | ||
|| Syndicate Backpack | || Syndicate Backpack | ||
|| A lightweight explosion-proof backpack for holding various traitor goods. | || A lightweight explosion-proof backpack for holding various traitor goods. | ||
|| 2 | || {{tc|2 }} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 339: | Line 339: | ||
|| 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 | || {{tc|2}} | ||
|| Yes (Only) | || Yes (Only) | ||
|- | |- | ||
| Line 345: | Line 345: | ||
|| No-slip Shoes | || No-slip Shoes | ||
|| A pair of chameleon shoes that protects you from slipping. A deceptively powerful item. | || A pair of chameleon shoes that protects you from slipping. A deceptively powerful item. | ||
|| 2 | || {{tc|2}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 351: | Line 351: | ||
|| Blood-red Magboots | || 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. | || Magboots that prevent slipping. Has an integrated jetpack with a low amount of fuel. Magboots slow the user down slightly only when active. | ||
|| 2 | || {{tc|2}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 357: | Line 357: | ||
|| 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 | || {{tc|3}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 363: | Line 363: | ||
|| 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. Comes with a free Agent ID card! | || A backpack full of chameleon tech clothing and accessories. Chameleon tech allows the user to change the appearance of the related item, allowing them to disguise as any job on the station, and more. Comes with a free Agent ID card! | ||
|| 4 | || {{tc|4}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 369: | Line 369: | ||
|| Elite Web Vest | || 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. | || 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 | || {{tc|5}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 375: | Line 375: | ||
|| Web Vest | || 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. | || 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 | || {{tc|5}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 381: | 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 | || {{tc|7}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 387: | Line 387: | ||
|| [[Syndicate raid suit]] | || [[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. | || A duffel bag that contains the newly devised syndicate raid suit. Capable of sustaining heavy damage with minimal slowdown. Space faring ability not included; any and all harm from doing so is liable solely on the user; please contact 1900-donk-co for any complaints. Also comes with some gloves, a gas mask and a sick helmet. | ||
|| 8 | || {{tc|8}} | ||
|| Yes (Only) | || Yes (Only) | ||
|- | |- | ||
| Line 393: | Line 393: | ||
|| [[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 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 | || {{tc|12}} | ||
|| Yes (Only) | || Yes (Only) | ||
|- | |- | ||
| Line 399: | Line 399: | ||
|| [[Syndicate Elite Hardsuit]] | || [[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. | || A duffel bag that contains an elite version of the blood-red hardsuit, with improved mobility and fireproofing. Property of the Gorlex Marauders. Also comes with some gloves, a gas mask and an airtank. | ||
|| 12 | || {{tc|12}} | ||
|| Yes (Only) | || Yes (Only) | ||
|} | |} | ||
| Line 412: | Line 412: | ||
|| 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 | || {{tc|1}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 418: | Line 418: | ||
|| Hypo Dart | || 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. | || 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 | || {{tc|2}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 424: | Line 424: | ||
|| 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 | || {{tc|2}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 430: | Line 430: | ||
|| Chemical Synthesis Kit | || 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! | || 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 | || {{tc|3}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 442: | 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 | || {{tc|3}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 448: | Line 448: | ||
|| Combat Medipen | || Combat Medipen | ||
|| A combat injector containing 25u of Omninzine and 5u of Tranexamic Acid. This will stop bleeding and heal all types of injuries. | || A combat injector containing 25u of Omninzine and 5u of Tranexamic Acid. This will stop bleeding and heal all types of injuries. | ||
|| 3 | || {{tc|3}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 454: | Line 454: | ||
|| Nocturine Bottle | || Nocturine Bottle | ||
|| A 30u bottle filled with Nocturine, a chemical that forces sleep if over 8 units of the reagent is in the system. | || A 30u bottle filled with Nocturine, a chemical that forces sleep if over 8 units of the reagent is in the system. | ||
|| 4 | || {{tc|4}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 460: | Line 460: | ||
|| Hyperzine Injector Kit | || 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. | || A white medkit containing 6 microinjectors. Each injector contains 15u of hyperzine and has about half the duration of a full injector. | ||
|| 5 | || {{tc|5}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 466: | Line 466: | ||
|| Hypopen | || Hypopen | ||
|| A miniature hypospray that's disguised as a pen. Capable of holding 10u of reagent and able to instantly inject 5u at a time. Able to be hidden inside a PDA. | || A miniature hypospray that's disguised as a pen. Capable of holding 10u of reagent and able to instantly inject 5u at a time. Able to be hidden inside a PDA. | ||
|| 6 | || {{tc|6 }} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 472: | Line 472: | ||
|| 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 | || {{tc|24}} | ||
|| Yes (Only) | || Yes (Only) | ||
|- | |- | ||
| Line 478: | Line 478: | ||
|| Syndicate [[Zombie]] Bundle | || Syndicate [[Zombie]] Bundle | ||
|| An all-in-one kit for unleashing the undead upon a station. Comes with one syringe of Romerol, a python loaded with .45 Magnum, a box of .45 Incendiary ammo, One Ambuzol+ Pill, and three Ambuzol regular pills. | || An all-in-one kit for unleashing the undead upon a station. Comes with one syringe of Romerol, a python loaded with .45 Magnum, a box of .45 Incendiary ammo, One Ambuzol+ Pill, and three Ambuzol regular pills. | ||
|| 40 | || {{tc|40}} | ||
|| Yes (Only) | || Yes (Only) | ||
|- | |- | ||
| Line 491: | 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 | || {{tc|1}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 497: | Line 497: | ||
|| Syndicate ID Card | || 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. | || 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 | || {{tc|1}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 503: | Line 503: | ||
|| Travel Camera | || Travel Camera | ||
|| Stun people with your photography skills and the conveniently legal camera flash. Makes you look like a tourist. | || Stun people with your photography skills and the conveniently legal camera flash. Makes you look like a tourist. | ||
|| 1 | || {{tc|1}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 509: | Line 509: | ||
|| Binary Translator Key | || Binary Translator Key | ||
|| Allows you to listen and communicate onto the Silicon's binary channel, a network utilized by AI and cyborgs. Not recommended to communicate on this channel without a voice changer. | || Allows you to listen and communicate onto the Silicon's binary channel, a network utilized by AI and cyborgs. Not recommended to communicate on this channel without a voice changer. | ||
|| 1 | || {{tc|1}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 515: | Line 515: | ||
|| Decoy Nuclear Disk | || Decoy Nuclear Disk | ||
|| A fake nuclear disk that looks like and has the same description as the real nuclear disk. Can only be identified by attempting to insert it into the nuke, scanning it with an appraisal tool, or, more commonly, using the pinpointer. | || A fake nuclear disk that looks like and has the same description as the real nuclear disk. Can only be identified by attempting to insert it into the nuke, scanning it with an appraisal tool, or, more commonly, using the pinpointer. | ||
|| 1 | || {{tc|1}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 521: | Line 521: | ||
|| Smuggler's Satchel | || Smuggler's Satchel | ||
|| A handy, suspicious looking satchel. Just flat enough to fit underneath floor tiles. | || A handy, suspicious looking satchel. Just flat enough to fit underneath floor tiles. | ||
|| 1 | || {{tc|1}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 527: | Line 527: | ||
|| Syndicate Encryption Keys | || Syndicate Encryption Keys | ||
|| A box with two encryption keys that grant access to the Syndicate radio frequency. These keys can be inserted into the vast majority of earpieces. Give one to a trusted friend to communicate discreetly! | || A box with two encryption keys that grant access to the Syndicate radio frequency. These keys can be inserted into the vast majority of earpieces. Give one to a trusted friend to communicate discreetly! | ||
|| 2 | || {{tc|2 }} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 533: | 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 | || {{tc|3}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 539: | Line 539: | ||
|| Chameleon Projector | || 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". | || Disappear in plain sight by creating a hologram of an item around you. Do not use this to play the game "Object Search". | ||
|| 3 | || {{tc|3}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 553: | Line 553: | ||
* A syndicate hand flag | * A syndicate hand flag | ||
This bundle is for when you're either really good for words or just need to buy a few guns with benefits. | This bundle is for when you're either really good for words or just need to buy a few guns with benefits. | ||
|| 4 | || {{tc|4}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 559: | Line 559: | ||
|| 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. | ||
|| 4 | || {{tc|4}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 565: | Line 565: | ||
|| Stealth Box | || Stealth Box | ||
|| A cardboard box outfitted with stealth technology. Has a stealth distortion field that weakens with movement. You can fit 4 people inside of one stealth box. | || A cardboard box outfitted with stealth technology. Has a stealth distortion field that weakens with movement. You can fit 4 people inside of one stealth box. | ||
|| 5 | || {{tc|5}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 579: | Line 579: | ||
|| Soap | || Soap | ||
|| A red soap bar, engraved with syndicate markings. A powerful slipping device, with a higher slipping velocity and stun time than most other soaps due to its suspicious ingredients. | || A red soap bar, engraved with syndicate markings. A powerful slipping device, with a higher slipping velocity and stun time than most other soaps due to its suspicious ingredients. | ||
|| 1 | || {{tc|1}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 585: | Line 585: | ||
|| Slipocalypse Clustersoap | || 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. | || 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 | || {{tc|1}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 591: | Line 591: | ||
|| 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. | ||
|| 2 | || {{tc|2}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 597: | Line 597: | ||
|| Camera Bug | || 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. | || 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 | || {{tc|2}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 603: | Line 603: | ||
|| 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 | || {{tc|2}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 609: | Line 609: | ||
|| Singularity Grenade | || Singularity Grenade | ||
|| Grenade that simulates the power of a singularity, generates powerful gravity well. | || Grenade that simulates the power of a singularity, generates powerful gravity well. | ||
|| 2 | || {{tc|2}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 615: | Line 615: | ||
|| Radio Jammer | || Radio Jammer | ||
|| A device that will prevent any nearby outgoing radio communications when activated. Has a medium battery with about 100 seconds of use. | || A device that will prevent any nearby outgoing radio communications when activated. Has a medium battery with about 100 seconds of use. | ||
|| 3 | || {{tc|3}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 621: | Line 621: | ||
|| [[Authentication Disruptor]]/[[Access Breaker]] | || [[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. | || A good friend of the EMAG, capable of breaking the access of doors, lockers, vendors and machines, allowing them to be used by anyone. Has 3 charges that regenerate over time. | ||
|| 4 | || {{tc|4}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 627: | Line 627: | ||
|| Martyr Cyborg Module | || Martyr Cyborg Module | ||
|| Turn your emagged borg friend into a walking bomb! | || Turn your emagged borg friend into a walking bomb! | ||
|| 4 | || {{tc|4}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 633: | Line 633: | ||
|| Disposable Ballistic Turret | || 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. | || 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 | || {{tc|4}} | ||
|| No | || No | ||
|- | |- | ||
| Line 639: | Line 639: | ||
|| Weapon Cyborg Module | || Weapon Cyborg Module | ||
|| This module will give a cyborg an reachable viper and energy dagger. | || This module will give a cyborg an reachable viper and energy dagger. | ||
|| 5 | || {{tc|5}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 645: | Line 645: | ||
|| [[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. | ||
|| 5 | || {{tc|5 }} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 651: | Line 651: | ||
|| Syndi Law Circuit Kit | || 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. | || 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 | || {{tc|8}} | ||
|| No | || No | ||
|- | |- | ||
| Line 657: | Line 657: | ||
|| Syndicate Surplus Crate | || 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.) | || 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 | || {{tc|20}} | ||
|| No | || No | ||
|- | |- | ||
| Line 663: | Line 663: | ||
|| 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. SINGUOLOOOSEE!!!! | || 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 | || {{tc|12}} | ||
|| Yes (Only) | || Yes (Only) | ||
|- | |- | ||
| Line 669: | Line 669: | ||
|| Antimov Law Circuit | || Antimov Law Circuit | ||
|| A very dangerous Lawset to use when you want to cause the A.I. to go haywire. Use with caution. | || A very dangerous Lawset to use when you want to cause the A.I. to go haywire. Use with caution. | ||
|| 24 | || {{tc|24}} | ||
|| Yes (Only) | || Yes (Only) | ||
|- | |- | ||
| Line 675: | Line 675: | ||
|| Basic Operative Bundle | || Basic Operative Bundle | ||
|| Contains 40 telecrystals of basic operative gear. For those operatives who just don't know what they should buy. | || Contains 40 telecrystals of basic operative gear. For those operatives who just don't know what they should buy. | ||
|| 40 | || {{tc|40}} | ||
|| Yes (Only) | || Yes (Only) | ||
|- | |- | ||
| Line 688: | Line 688: | ||
|| Uplink Implanter | || Uplink Implanter | ||
|| Allows you to access your Syndicate uplink without the device present. WIPE IT WITH SOAP OR SEC WILL CATCH YOU. | || Allows you to access your Syndicate uplink without the device present. WIPE IT WITH SOAP OR SEC WILL CATCH YOU. | ||
|| 1 | || {{tc|1}} | ||
|| No | || No | ||
|- | |- | ||
| Line 694: | Line 694: | ||
|| 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 | || {{tc|2}} | ||
|| Yes (Only) | || Yes (Only) | ||
|- | |- | ||
| Line 700: | Line 700: | ||
|| Identity Mask Implanter | || Identity Mask Implanter | ||
|| Modifies your vocal cords and facial structure to be able to mimic anyone you could imagine. | || Modifies your vocal cords and facial structure to be able to mimic anyone you could imagine. | ||
|| 2 | || {{tc|2}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 706: | Line 706: | ||
|| 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. | ||
|| 2 | || {{tc|2}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 712: | Line 712: | ||
|| Scram Implanter | || 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. | || 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 | || {{tc|2}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 718: | Line 718: | ||
|| Radio Implanter | || Radio Implanter | ||
|| Implants a Syndicate radio, allowing covert communication without a headset. | || Implants a Syndicate radio, allowing covert communication without a headset. | ||
|| 2 | || {{tc|2}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 724: | Line 724: | ||
|| Freedom Implanter | || Freedom Implanter | ||
|| An implanter that, once injected, allows the user to escape cuffs up to three times on demand. | || An implanter that, once injected, allows the user to escape cuffs up to three times on demand. | ||
|| 2 | || {{tc|2}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 730: | Line 730: | ||
|| DNA Scrambler | || 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. | || 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 | || {{tc|3}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 736: | Line 736: | ||
|| 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 | || {{tc|4}} | ||
|| Yes (Only) | || Yes (Only) | ||
|- | |- | ||
| Line 742: | Line 742: | ||
|| Box of Deathrattler Implants | || 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. | || 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 | || {{tc|4}} | ||
|| Yes (Only) | || Yes (Only) | ||
|- | |- | ||
| Line 748: | Line 748: | ||
|| 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 | || {{tc|4}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 754: | Line 754: | ||
|| Storage Implanter | || 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. | || An implanter that, once injected, allows the user to access a subdermal storage bag that can hold up to two L (pistol) grids. | ||
|| 8 | || {{tc|8}} | ||
|| No | || No | ||
|- | |- | ||
| Line 760: | Line 760: | ||
|| Macro Bomb Implanter | || Macro Bomb Implanter | ||
|| An implanter that, once injected, will cause the user to detonate in a large explosion upon death. Large area of effect and large potential for team fragging. Use with caution. 5 second fuse time after flat lining. | || An implanter that, once injected, will cause the user to detonate in a large explosion upon death. Large area of effect and large potential for team fragging. Use with caution. 5 second fuse time after flat lining. | ||
|| 13 | || {{tc|13}} | ||
|| Yes (Only) | || Yes (Only) | ||
|- | |- | ||
| Line 774: | Line 774: | ||
|| Dehydrated Space Carp | || 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. | || 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 | || {{tc|1}} | ||
|| No | || No | ||
|- | |- | ||
| Line 780: | Line 780: | ||
|| 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. | ||
|| 1 | || {{tc|1}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 788: | Line 788: | ||
Mrrowow :3 | Mrrowow :3 | ||
|| 6 | || {{tc|6}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 794: | Line 794: | ||
|| 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 | || {{tc|6}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 806: | Line 806: | ||
The spy is equipped with an agent id and voice changer. | The spy is equipped with an agent id and voice changer. | ||
|| 11 | || {{tc|11}} | ||
|| No | || No | ||
|- | |- | ||
| Line 812: | Line 812: | ||
|| [[Holoparasite]] Kit | || [[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. | || 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 | || {{tc|12}} | ||
|| No | || No | ||
|- | |- | ||
| Line 818: | 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 | || {{tc|30}} | ||
|| Yes (Only) | || Yes (Only) | ||
|- | |- | ||
| Line 825: | Line 825: | ||
|| 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. | || 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!!! | Dont forget welding fuel!!! | ||
|| 65 | || {{tc|65}} | ||
|| Yes (Only) | || Yes (Only) | ||
|- | |- | ||
| Line 838: | Line 838: | ||
|| Advanced Circular Saw | || Advanced Circular Saw | ||
|| An advanced circular saw perfect for all your medical malpractice dreams. | || An advanced circular saw perfect for all your medical malpractice dreams. | ||
|| 2 | || {{tc|2}} | ||
|| Doctor | || Doctor | ||
|- | |- | ||
| Line 844: | Line 844: | ||
|| Hot Potato | || Hot Potato | ||
|| A special grenade with a long fuse. This grenade sticks to your hands, and constantly burns you until you hit somebody else with it, passing the curse off to them. The Hot Potato can accumulate a lot of heat damage before detonating. The timer is two minutes long, after which the explosion deals a lot of damage in a small area of effect. | || A special grenade with a long fuse. This grenade sticks to your hands, and constantly burns you until you hit somebody else with it, passing the curse off to them. The Hot Potato can accumulate a lot of heat damage before detonating. The timer is two minutes long, after which the explosion deals a lot of damage in a small area of effect. | ||
|| 4 | || {{tc|4}} | ||
|| Chef, Botanist, Clown, Mime | || Chef, Botanist, Clown, Mime | ||
|- | |- | ||
| Line 850: | Line 850: | ||
|| Necronomicon | || Necronomicon | ||
|| A book that is capable of summoning a demonic familiar, Cerberus, which is a ghost role. Cerberus is supposed to follow your commands. | || A book that is capable of summoning a demonic familiar, Cerberus, which is a ghost role. Cerberus is supposed to follow your commands. | ||
|| 4 | || {{tc|4}} | ||
|| Chaplain | || Chaplain | ||
|- | |- | ||
| Line 856: | Line 856: | ||
|| CHIMP Handcannon upgrade chip | || CHIMP Handcannon upgrade chip | ||
|| Once inserted into a CHIMP Handcannon, it allows the device to fire Omega particles. Omega particles can cause anomalies to go super critical, and they deal a moderate amount of burn damage on hit. | || Once inserted into a CHIMP Handcannon, it allows the device to fire Omega particles. Omega particles can cause anomalies to go super critical, and they deal a moderate amount of burn damage on hit. | ||
|| 4 | || {{tc|4}} | ||
|| Scientist | || Scientist | ||
|- | |- | ||
| Line 862: | Line 862: | ||
|| Proximity Mine | || Proximity Mine | ||
|| A mine disguised as a wet floor sign. It has a large blast radius and does just enough damage to critically injure somebody not wearing armor. | || A mine disguised as a wet floor sign. It has a large blast radius and does just enough damage to critically injure somebody not wearing armor. | ||
|| 5 | || {{tc|5}} | ||
|| Janitor | || Janitor | ||
|- | |- | ||
| Line 868: | Line 868: | ||
|| Packet of Gatfruit Seeds | || Packet of Gatfruit Seeds | ||
|| This packet of seeds slowly grows a tree that produces Gatfruit that, upon consumption, yields a Python with 6 rounds of .45 ammunition. | || This packet of seeds slowly grows a tree that produces Gatfruit that, upon consumption, yields a Python with 6 rounds of .45 ammunition. | ||
|| 6 | || {{tc|6}} | ||
|| Botanist | || Botanist | ||
|- | |- | ||
| Line 874: | Line 874: | ||
|| Syndicate Sponge Box | || Syndicate Sponge Box | ||
|| A box of 6 monkey cubes that, once rehydrated, transforms into a random hostile wildlife creature. | || A box of 6 monkey cubes that, once rehydrated, transforms into a random hostile wildlife creature. | ||
|| 7 | || {{tc|7}} | ||
|| Zookeeper, Science department, Chef | || Zookeeper, Science department, Chef | ||
|- | |- | ||
| Line 880: | Line 880: | ||
|| Cap Gun Revolver | || Cap Gun Revolver | ||
|| A disguised cap gun loaded with .45 Magnum Armor Piercing. Can fire both magnum rounds and cap gun rounds. Despite being a clown exclusive item, clowns cannot use this weapon, since it is a lethal firearm. | || A disguised cap gun loaded with .45 Magnum Armor Piercing. Can fire both magnum rounds and cap gun rounds. Despite being a clown exclusive item, clowns cannot use this weapon, since it is a lethal firearm. | ||
|| 3 | || {{tc|3}} | ||
|| Clown, Mime | || Clown, Mime | ||
|- | |- | ||
| Line 886: | Line 886: | ||
|| Holoclown kit | || Holoclown kit | ||
|| A clown exclusive holo-parasite. Functions similarly to a normal holoparasite, however, it has two pocket slots and a hand slot. Cannot use guns. | || A clown exclusive holo-parasite. Functions similarly to a normal holoparasite, however, it has two pocket slots and a hand slot. Cannot use guns. | ||
|| 12 | || {{tc|12}} | ||
|| Clown | || Clown | ||
|- | |- | ||
| Line 892: | Line 892: | ||
|| Holy Hand Grenade | || Holy Hand Grenade | ||
|| 'O Lord, bless this thy hand grenade, that with it thou mayst blow thine enemies to tiny bits, in thy mercy.' Massive area of effect and damage with a short fuse. Spaces rooms and destroys walls. The grenade glows bright white, and it sings when armed. Does not deal enough damage to gib by itself. | || 'O Lord, bless this thy hand grenade, that with it thou mayst blow thine enemies to tiny bits, in thy mercy.' Massive area of effect and damage with a short fuse. Spaces rooms and destroys walls. The grenade glows bright white, and it sings when armed. Does not deal enough damage to gib by itself. | ||
|| 20 | || {{tc|20}} | ||
|| Chaplain | || Chaplain | ||
|- | |- | ||
| Line 898: | Line 898: | ||
|| Cane Blade | || Cane Blade | ||
|| A cane that has a hidden blade that can be unsheathed. | || A cane that has a hidden blade that can be unsheathed. | ||
|| 5 | || {{tc|5}} | ||
|| Librarian | || Librarian | ||
|} | |} | ||
| Line 910: | Line 910: | ||
|| Operative Jumpsuit / Jumpskirt | || Operative Jumpsuit / Jumpskirt | ||
|| A cool black and tan jumpsuit used by syndicate operatives. Provides no statistical advantages over a normal jumpsuit. Does not have integrated vitals or coordinate sensors. (Limit 1 of each style, jumpsuit and 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 | || {{tc|0}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 916: | Line 916: | ||
|| Syndicate Business Card | || 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) | || 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 | || {{tc|0}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 922: | Line 922: | ||
|| Outlaw Hat | || Outlaw Hat | ||
|| A black brimmed outlaw hat, perfect for challenging any head to a duel right before 12pm. (Limit 1) | || A black brimmed outlaw hat, perfect for challenging any head to a duel right before 12pm. (Limit 1) | ||
|| 0 | || {{tc|0}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 928: | Line 928: | ||
|| Striped Syndicate Scarfs (red or green) | || Striped Syndicate Scarfs (red or green) | ||
|| A valid way of keeping warm (limit 1 of each color) | || A valid way of keeping warm (limit 1 of each color) | ||
|| 0 | || {{tc|0}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 934: | Line 934: | ||
|| Syndicate Rubber Stamp | || 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) | || 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 | || {{tc|0}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 940: | Line 940: | ||
|| Syndicate Snack Box | || Syndicate Snack Box | ||
|| A harmless, but nukie themed lunchbox with a random toy and some suspicious drinks and snacks. | || A harmless, but nukie themed lunchbox with a random toy and some suspicious drinks and snacks. | ||
|| 1 | || {{tc|1}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 946: | Line 946: | ||
|| Barber Scissors | || Barber Scissors | ||
|| MAKE THEM ALL BALD. | || MAKE THEM ALL BALD. | ||
|| 1 | || {{tc|1}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 952: | Line 952: | ||
|| Outlaw Glasses | || Outlaw Glasses | ||
|| A silly glasses and mustache combo. An essential pick for any serious undercover operation. | || A silly glasses and mustache combo. An essential pick for any serious undercover operation. | ||
|| 1 | || {{tc|1 }} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 958: | Line 958: | ||
|| Conducting Gloves | || 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. | || Looks exactly like insulated gloves, but shocks you far worse than if you had nothing at all! Best given as a gift to a passenger you really don't like. | ||
|| 1 | || {{tc|1}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 964: | Line 964: | ||
|| Contraband Lighter Box | || Contraband Lighter Box | ||
|| A mystery box guaranteed to contain a syndicate branded lighter. | || A mystery box guaranteed to contain a syndicate branded lighter. | ||
|| 1 | || {{tc|1}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 970: | Line 970: | ||
|| Decoy Kit | || 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!!! | || State-of-the-art distraction technology straight from RND. Comes with 5 realistic balloons, four decoy grenades and some snap poppers! NUKIES REAL!!! | ||
|| 1 | || {{tc|1}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 976: | Line 976: | ||
|| Cap gun | || Cap gun | ||
|| A normal cap gun. Not to be confused with the fake cap gun, which can use lethals. | || A normal cap gun. Not to be confused with the fake cap gun, which can use lethals. | ||
|| 1 | || {{tc|1}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 982: | Line 982: | ||
|| Clown Costume Duffel Bag | || 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 | || {{tc|2}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 988: | Line 988: | ||
|| 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 | || {{tc|2}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 994: | Line 994: | ||
|| 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 | || {{tc|2}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 1,000: | Line 1,000: | ||
|| Syndie Balloon | || 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 | || {{tc|20}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 1,006: | Line 1,006: | ||
|| Cat Ears | || Cat Ears | ||
|| UwU | || UwU | ||
|| 26 | || {{tc|26}} | ||
|| Yes | || Yes | ||
|- | |- | ||
| Line 1,019: | Line 1,019: | ||
|| Hijack Beacon | || 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.) | || 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 | || {{tc|0}} | ||
|| No | || No | ||
|- | |- | ||
Revision as of 09:56, 17 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 | Template:Tc | Yes |
| Energy Dagger | A pen, that upon activation, turns into an energy dagger. The energy dagger makes less noise and does less damage than a full energy sword, however, it's easier to conceal and it is much cheaper. | Template:Tc | Yes | |
|
Viper | A small, easily concealable, automatic pistol chambered in .35 auto. Retrofitted with a fully automatic receiver. Use custom pistol magazines with 15 bullets. | Template:Tc | Yes |
|
Syndicate Knuckle Dusters | A pair of plastitanium knuckle dusters that let you punch hard enough to break the captains jaw into pieces. | Template:Tc | Yes |
|
Cobra | A rugged, robust operator handgun with an inbuilt silencer. Chambered in .25 caseless, this weapon leaves no trace. Uses pistol magazines. The impact of the bullets is louder then the gun itself. | Template:Tc | Yes |
| Mini Energy Crossbow | The go-to sidearm of any operative who prefers their victims not to be moving. Fires regenerating toxic arrows that floors victims in an instant | Template:Tc | Yes | |
|
throwing knives | A set of 8 syndicate branded throwing knives, perfect for imbedding into the body of your victims. | Template:Tc | Yes |
|
Energy Shield | A close cousin to the Energy Sword, the Energy Shield is an ignitable plasma shield that deflects almost all lasers and energy based projectiles. Additionally, like other shields, it also blocks a good portion of other incoming damage. | Template:Tc | Yes (Only) |
|
Gloves of the North Star | A pair of blue gloves that drastically increases your punching speed. Deals brute damage. | Template:Tc | Yes |
|
Energy Sword | A concealable and dangerous plasma sword. Can stored and easily concealed when turned off. Has a decent chance to reflect lasers and bullets. Igniting the sword makes a loud, unmistakable sound. | Template:Tc | Yes |
|
Rigged Boxing Gloves | Blue boxing gloves that deals high stamina damage and respectable brute damage. You can effectively stun lock a lone target with these gloves. | Template:Tc | Yes |
|
Sniper Bundle | A briefcase containing a Hristov, a powerful antimateriel rifle; a box with 10 bullets, a red tie, gloves, and a lawyer suit. The Hristov has an internal magazine of 5 bullets, so you can reload this weapon twice with this bundle. Sadly one of the worst guns you can buy. | Template:Tc | Yes |
| Hushpup Shotgun | A powerful silenced shotgun with a low magazine capacity (4 shots). Uses .50 shotgun ammo. Comes with a case to store it in. | Template:Tc | Yes | |
|
C-20r Bundle | A duffel bag containing a loaded C-20r SMG. The C-20r is a fast firing .35 auto SMG that automatically ejects spent magazines, reducing overall downtime between reloads. | Template:Tc | Yes (17TC for nukies) |
|
Estoc DMR | A designated marksman rifle, favored for medium-to-long range engagements. Uses .20 rifle ammo. Comes in a Syndicate Duffel Bag with 3 spare magazines. | Template:Tc | Yes (Only) |
|
Double Bladed Energy Sword | A much more expensive counter part to the normal energy sword: with a much higher reflection chance, larger attack angle, higher structural damage, and faster swing. Makes a lot of noise when used or turned on.
CURRENTLY DISABLED AND UNOBTAINABLE |
Template:Tc | No |
|
Bulldog Bundle | A duffel bag with a loaded Bulldog shotgun. The Bulldog is a powerful, fast firing and fully-automatic magazine fed shotgun. This weapon performs well against most targets and is lethal in close quarters. | Template:Tc | Yes (20TC for nukies) |
|
China-lake Bundle | A duffel bag with a China-Lake grenade launcher loaded with 3 frag grenades in the internal magazine. The bag also includes 4 blast grenades and 4 frag grenades. The grenades are exclusively designed to be fired from this weapon, and sport a dangerously large area of effect. Use with caution. | Template:Tc | Yes (25TC for nukies) |
|
L6 Saw Bundle | A duffel bag with a loaded L6 SAW and a spare boxmag. The L6 is a fully automatic machinegun that excels at throwing rounds down range. This weapon is very inaccurate, so tougher targets may need to be engaged in close quarters. This weapon may be wielded for slightly better accuracy. | Template:Tc | Yes |
Ammo
| Image | Name | Description | Cost (TC) | NukeOps |
|---|---|---|---|---|
|
Pistol Magazine (.35 auto) | A pistol magazine with 15 rounds of .35 auto. Compatible with the Viper and Mk 58. | Template:Tc | Yes |
|
Pistol Magazine (.25 caseless) | A pistol magazine with 10 rounds of .25 caseless ammo. Compatible with the Cobra. Leaves no round casings on the floor. | Template:Tc | Yes |
|
Box of .30 Rifle Bullets | A box of 60 rounds for the surplus rifle. | Template:Tc | Yes |
|
Box of .60 Anti-Material Bullets | A box with 10 rounds for the Hristov sniper rifle. | Template:Tc | Yes |
| Drum magazine (.50 slug) | Shotgun magazine with 8 shells filled with slugs. Compatible with the Bulldog. Rounds can be ejected to use in the hushpup. | Template:Tc | Yes | |
| Rifle magazine (.20 rifle) | A rifle magazine with 25 cartridges. Compatible with the Estoc DMR. | Template:Tc | Yes | |
|
Drum magazine (.50 pellet) | Shotgun magazine with 8 shells filled with buckshot. Compatible with the Bulldog. Rounds can be ejected to use in the hushpup. | Template:Tc | Yes |
|
SMG Magazine | A SMG Magazine with 30 rounds of .35 Auto. Compatible with the C-20r and Drozd. | Template:Tc | Yes |
|
Ammo Bundle | A duffel bag containing four .35 auto SMG magazines, four .50 pellet drum mags, and two L6 SAW mag boxes. An efficient and must have purchase for sustaining the war against Nanotrasen. | Template:Tc | Yes (Only) |
Explosives
| Image | Name | Description | Cost (TC) | NukeOps |
|---|---|---|---|---|
| Smoke Grenade | A grenade that releases a huge cloud of smoke, perfect for killing someone in the shadows or making a sneaky getaway. | Template:Tc | Yes | |
|
EMP Grenade | A throwable grenade with a nonlethal effect. The explosion instantly drains all batteries and device charges within the area of effect. People caught within the explosion are not able to use their earpiece for a short duration. Moderate effect range. Explodes instantly on impact. | Template:Tc | Yes |
|
C-4 | An explosive device that can be attached to walls, dealing high structural damage without spacing the floor. Good for breaching walls and destroying machines. Can be set to have a variable time trigger (minimum 10 seconds) or linked to a remote detonator. The device is armed when it is planted. Moderate explosive range. | Template:Tc | Yes |
|
Incendiary Grenade | Releases a spray of incendiary fragments, igniting anyone near the detonation area. | Template:Tc | Yes |
| Grenade Penguin | A grenade that takes the form of an aggressive penguin that explodes upon death, or when it meets the end of its fuse. The Penguin ignores syndicate agents. The grenade has a small, but lethal blast range. | Template:Tc | Yes | |
|
Exploding Pen | A small, easily concealable pen with an explosive inside it. It has a very small blast radius; however, the explosive is able to critically injure any unarmored target at the center of the blast. Unlike most other grenades, the pen does not emit a beeping noise when armed. Appears in a special, obviously-illegal package when purchased. | Template:Tc | Yes |
|
Shrapnel Grenade | Launches a spray of sharp fragments dealing great damaged against unarmored targets. | Template:Tc | Yes |
| Explosive Grenade | A simplistic grenade with a 3.5 second long fuse that is geared towards injuring personnel. Causes minimal hull damage. | Template:Tc | Yes (Only) | |
|
Syndicate Minibomb | A powerful explosive with incredible damage, but limited by its small blast radius. A perfect tool designed for destroying a machine, a body, or whatever else needs to go. 5 second fuse time. Gibs an unarmored target. | Template:Tc | Yes |
|
Power Sink | A device that drains a lot of power from the station before exploding. Must be anchored onto an HV wire to drain power. | Template:Tc | Yes |
|
Syndicate Bomb | A large, difficult to defuse bomb that detonates in a huge, structurally devastating explosion if not disarmed in time. A useful and lethal distraction with a 180 second timer. Starts unanchored when purchased, but bolts upon being armed. Makes a dreaded beeping noise as the timer goes down. | Template:Tc | Yes |
|
Grenadier Chest Rig | A tactical chest rig stuffed with explosive devices. This web vest contains
and saves 20 TC in total cost for the explosives. |
Template:Tc | Yes (Only) |
|
C-4 Bundle | A bundle of 8 C-4 explosives. Comes with a free blood-red duffel bag. | Template:Tc | Yes |
Wearables
| Image | Name | Description | Cost (TC) | NukeOps |
|---|---|---|---|---|
|
Syndicate EVA Bundle | A duffel bag that contains an EVA suit, helmet, gas mask and double emergency oxygen tank. Offers no protection asides from space. | Template:Tc | Yes |
|
Chest Rig | Explosion-resistant tactical webbing used for holding traitor goods. | Template:Tc | Yes |
|
Black Jetpack | A black and red jetpack that allows you to fly in space. | Template:Tc | Yes |
|
Syndicate Backpack | A lightweight explosion-proof backpack for holding various traitor goods. | Template:Tc | Yes |
|
Syndicate Visor | The Syndicate's professional heads-up display, designed for better detection of fellow Syndicate agents. Proceed to China-Lake them anyway! | Template:Tc | Yes (Only) |
|
No-slip Shoes | A pair of chameleon shoes that protects you from slipping. A deceptively powerful item. | Template:Tc | Yes |
|
Blood-red Magboots | Magboots that prevent slipping. Has an integrated jetpack with a low amount of fuel. Magboots slow the user down slightly only when active. | Template:Tc | Yes |
|
Carp Hardsuit | An ordinary carp suit now with space faring capabilities, so that you can fully make your carp dream come true!!! | Template:Tc | Yes |
|
Chameleon Kit | A backpack full of chameleon tech clothing and accessories. Chameleon tech allows the user to change the appearance of the related item, allowing them to disguise as any job on the station, and more. Comes with a free Agent ID card! | Template:Tc | Yes |
|
Elite Web Vest | An upgraded version of the standard syndicate webvest, sporting the same ballistic protection the web vest is known for, alongside added thermal weave and armour plating to provide additional protection against radiation, heat, blunt, slash and caustic. | Template:Tc | Yes |
|
Web Vest | A armor vest that provides strong ballistic protection, and serviceable protection against slashing and blunt attacks. Webbing provides internal pockets with similar space to a jacket. Does not protect against space. | Template:Tc | Yes |
|
Syndicate Hardsuit | A duffel bag that contains the infamous blood-red hardsuit used by Syndicate operatives. Lightweight with robust armor. Also comes with some gloves, a gas mask and an airtank. | Template:Tc | Yes |
|
Syndicate raid suit | A duffel bag that contains the newly devised syndicate raid suit. Capable of sustaining heavy damage with minimal slowdown. Space faring ability not included; any and all harm from doing so is liable solely on the user; please contact 1900-donk-co for any complaints. Also comes with some gloves, a gas mask and a sick helmet. | Template:Tc | Yes (Only) |
|
Cybersun Juggernaut Suit | A super heavy suit that, by the name implies, will make you a walking juggernaut. The only thing that will be slowing you down is the suit. And tasers. And poison. Space capable, but does not come with an airtank or gas mask. | Template:Tc | Yes (Only) |
|
Syndicate Elite Hardsuit | A duffel bag that contains an elite version of the blood-red hardsuit, with improved mobility and fireproofing. Property of the Gorlex Marauders. Also comes with some gloves, a gas mask and an airtank. | Template:Tc | Yes (Only) |
Chemicals
| Image | Name | Description | Cost (TC) | NukeOps |
|---|---|---|---|---|
|
Syndicate Smokes Packet | A pack of 10 cigarettes, infused with nicotine and omnizine. Smoking these cigarettes will slowly heal your wounds over time. | Template:Tc | Yes |
|
Hypo Dart | Markable dart with an enlarged reservoir for chemicals. It can store up to 10u of reagents in itself, and instantly inject when it hits the target. Starts empty. A syndicates best friend for dealing with deathsquad scum. | Template:Tc | Yes |
|
Hyperzine Injector | A stimulant injector, containing 30u of hyperziene enough chems to keep you running fast and resistant to stuns for 30 seconds. Unlike other stimulants, this chemical mix does not poison you and can keep you alive in dire situations. | Template:Tc | Yes |
|
Chemical Synthesis Kit | A starter kit for the aspiring chemist. Includes 60 units of vestine, a spare vial and dropper, a set of chemistry goggles, and 2 beakers. Perfect for all your lexorin foam grenade needs! | Template:Tc | Yes |
|
Combat Medical Kit | A black medical kit with
More than enough chems and bandages to keep you in the fight. |
Template:Tc | Yes |
|
Combat Medipen | A combat injector containing 25u of Omninzine and 5u of Tranexamic Acid. This will stop bleeding and heal all types of injuries. | Template:Tc | Yes |
|
Nocturine Bottle | A 30u bottle filled with Nocturine, a chemical that forces sleep if over 8 units of the reagent is in the system. | Template:Tc | Yes |
|
Hyperzine Injector Kit | A white medkit containing 6 microinjectors. Each injector contains 15u of hyperzine and has about half the duration of a full injector. | Template:Tc | Yes |
|
Hypopen | A miniature hypospray that's disguised as a pen. Capable of holding 10u of reagent and able to instantly inject 5u at a time. Able to be hidden inside a PDA. | Template:Tc | Yes |
|
Interdyne Medical Bundle | A duffel bag containing four combat medical kits, four tourniquets, four brute injectors, four burn injectors, four pyra injectors, four punct injectors, four airloss injectors, four combat medipens and a special one-handed self defence defibrillator. | Template:Tc | Yes (Only) |
| Syndicate Zombie Bundle | An all-in-one kit for unleashing the undead upon a station. Comes with one syringe of Romerol, a python loaded with .45 Magnum, a box of .45 Incendiary ammo, One Ambuzol+ Pill, and three Ambuzol regular pills. | Template:Tc | Yes (Only) |
Deception
| Image | Name | Description | Cost (TC) | NukeOps |
|---|---|---|---|---|
|
Cybersun Pen | A High-tech pen with a diamond edged tip. A serviceable and concealable melee weapon that doubles as a screwdriver and a functional pen. Maybe ineffective against armored opponents. | Template:Tc | Yes |
| Syndicate ID Card | A Syndicate ID card, with Syndicate access. Unlikely to be useful on its own, but goes great with reconfigured doors. Does not come with access-copying functionality. | Template:Tc | Yes | |
| Travel Camera | Stun people with your photography skills and the conveniently legal camera flash. Makes you look like a tourist. | Template:Tc | Yes | |
|
Binary Translator Key | Allows you to listen and communicate onto the Silicon's binary channel, a network utilized by AI and cyborgs. Not recommended to communicate on this channel without a voice changer. | Template:Tc | Yes |
|
Decoy Nuclear Disk | A fake nuclear disk that looks like and has the same description as the real nuclear disk. Can only be identified by attempting to insert it into the nuke, scanning it with an appraisal tool, or, more commonly, using the pinpointer. | Template:Tc | Yes |
| Smuggler's Satchel | A handy, suspicious looking satchel. Just flat enough to fit underneath floor tiles. | Template:Tc | Yes | |
|
Syndicate Encryption Keys | A box with two encryption keys that grant access to the Syndicate radio frequency. These keys can be inserted into the vast majority of earpieces. Give one to a trusted friend to communicate discreetly! | Template:Tc | Yes |
|
Agent ID Card | A special ID card that can copy the accesses from other ID cards. With this card, you can change your ID name, job title, and job icon at will . | Template:Tc | Yes |
| Chameleon Projector | Disappear in plain sight by creating a hologram of an item around you. Do not use this to play the game "Object Search". | Template:Tc | Yes | |
|
Lobbying Bundle | A brown briefcase with
This bundle is for when you're either really good for words or just need to buy a few guns with benefits. |
Template:Tc | Yes |
|
Decoy Syndicate Bomb | A training bomb stolen from sec and repainted to look like the real thing! Has the same amount of wires as the real thing albeit with a tiny explosion. | Template:Tc | Yes |
|
Stealth Box | A cardboard box outfitted with stealth technology. Has a stealth distortion field that weakens with movement. You can fit 4 people inside of one stealth box. | Template:Tc | Yes |
Disruption
| Image | Name | Description | Cost (TC) | NukeOps |
|---|---|---|---|---|
|
Soap | A red soap bar, engraved with syndicate markings. A powerful slipping device, with a higher slipping velocity and stun time than most other soaps due to its suspicious ingredients. | Template:Tc | Yes |
|
Slipocalypse Clustersoap | Scatters around small pieces of syndicate-brand soap after being thrown, these pieces of soap evaporate after 60 seconds. Kinda looks like pieces of bubble gum. | Template:Tc | Yes |
|
Toolbox | A suspicious black and red toolbox that contains insulated black gloves, a syndicate gas mask (which functions as a welding mask), and a full set of tools. The toolbox also functions as a powerful blunt weapon. | Template:Tc | Yes |
|
Camera Bug | A handheld device that allows you to view cameras, thereby allowing you to plan your actions much better or use them for tracking, ambushes, etc. | Template:Tc | Yes |
|
Syndicate Jaws of Death | A tool that can pry open any door on the station, even if its bolted; however, it takes a few moments to work. This tool makes a loud and distinct sound when it forces open a door. | Template:Tc | Yes |
|
Singularity Grenade | Grenade that simulates the power of a singularity, generates powerful gravity well. | Template:Tc | Yes |
|
Radio Jammer | A device that will prevent any nearby outgoing radio communications when activated. Has a medium battery with about 100 seconds of use. | Template:Tc | Yes |
| Authentication Disruptor/Access Breaker | A good friend of the EMAG, capable of breaking the access of doors, lockers, vendors and machines, allowing them to be used by anyone. Has 3 charges that regenerate over time. | Template:Tc | Yes | |
|
Martyr Cyborg Module | Turn your emagged borg friend into a walking bomb! | Template:Tc | Yes |
|
Disposable Ballistic Turret | A yellow toolbox that, when struck, deploys into a sentry turret that targets anyone that is not apart of the syndicate. The turret fires .35 auto at slow pace with near perfect accuracy. | Template:Tc | No |
|
Weapon Cyborg Module | This module will give a cyborg an reachable viper and energy dagger. | Template:Tc | Yes |
|
Cryptographic Sequencer (EMAG) | An iconic electromagnetic card, capable of jailbreaking machines, allowing them have alternative, highly illegal effects. Works on vendors, machines and even cyborgs, so long as you have access to them! Has three charges that regenerate over time. | Template:Tc | Yes |
| Syndi Law Circuit Kit | A subversive Lawset to use when you want to turn the A.I. to your side, use as much as possible. Comes with a Syndicate ID. | Template:Tc | No | |
|
Syndicate Surplus Crate | Contains 50 telecrystals worth of completely random Syndicate items. It can be useless junk or really good. Some items are blacklisted from the surplus crates. If you feel always having the same plan is bland, buy this. (And probably regret it.) | Template:Tc | No |
| Singularity Beacon | A device that attracts singularities. Has to be anchored and powered. Causes singularities to grow when consumed. CAUTION may blow up when damaged. SINGUOLOOOSEE!!!! | Template:Tc | Yes (Only) | |
|
Antimov Law Circuit | A very dangerous Lawset to use when you want to cause the A.I. to go haywire. Use with caution. | Template:Tc | Yes (Only) |
| Basic Operative Bundle | Contains 40 telecrystals of basic operative gear. For those operatives who just don't know what they should buy. | Template:Tc | Yes (Only) |
Implants
| Image | Name | Description | Cost (TC) | NukeOps |
|---|---|---|---|---|
|
Uplink Implanter | Allows you to access your Syndicate uplink without the device present. WIPE IT WITH SOAP OR SEC WILL CATCH YOU. | Template:Tc | No |
|
Micro Bomb Implanter | Explode on death or manual activation with this implant. Destroys the body along with all equipment worn. | Template:Tc | Yes (Only) |
| Identity Mask Implanter | Modifies your vocal cords and facial structure to be able to mimic anyone you could imagine. | Template:Tc | Yes | |
| EMP Implanter | An implanter that, once injected, gives the user the ability to unleash a small EMP burst that disables all nearby electrical devices like an EMP grenade. Has three uses. | Template:Tc | Yes | |
|
Scram Implanter | A 2-use implant which teleports you within a 15 tile radius. Attempts to teleport you onto a unobstructed tile. Whether that tile is near your fellow operatives or a canister bomb is up to the gods to decide. | Template:Tc | Yes |
|
Radio Implanter | Implants a Syndicate radio, allowing covert communication without a headset. | Template:Tc | Yes |
|
Freedom Implanter | An implanter that, once injected, allows the user to escape cuffs up to three times on demand. | Template:Tc | Yes |
|
DNA Scrambler | An implanter that, once injected, allows the user to instantly randomize their phenotype on demand. The user retains their basic race, however, all other attributes will be randomized including name, gender, skin tone, and hair. Your new identity will not be on the manifest. | Template:Tc | Yes |
|
Death Acidifer Implant | Completely melts the user including all of their equipment on use or death. Suspiciously only used after most operatives have been stripped. | Template:Tc | Yes (Only) |
|
Box of Deathrattler Implants | A cardboard box with 5 death rattler implants and 5 GPS devices. Death rattlers give a notification on the syndicate radio comms when an implanted user goes critical or perishes, and provides GPS coordinates. | Template:Tc | Yes (Only) |
|
Fake Mindshield Implant | An implanter that, when injected, allows the user to toggle a mindshield effect on and off that will have you appear to be mindshielded on a security HUD. Goes well with the agent ID and chameleon clothes. | Template:Tc | Yes |
|
Storage Implanter | An implanter that, once injected, allows the user to access a subdermal storage bag that can hold up to two L (pistol) grids. | Template:Tc | No |
|
Macro Bomb Implanter | An implanter that, once injected, will cause the user to detonate in a large explosion upon death. Large area of effect and large potential for team fragging. Use with caution. 5 second fuse time after flat lining. | Template:Tc | Yes (Only) |
Allies
| Image | Name | Description | Cost (TC) | NukeOps |
|---|---|---|---|---|
|
Dehydrated Space Carp | Just add water to have your very own hungry space carp. You must pet the carp prior to re-hydration to be immune to its vengeance. | Template:Tc | No |
| Syndicate pAI | A blood-red personal AI device. The perfect companion for when you're on the run. Comes equipped with access to the Syndicate communication network. Usefulness not guaranteed. | Template:Tc | Yes | |
|
SyndiCat Teleporter | Call in a handy cat equipped with a microbomb implant. Explodes when seriously injured. Can bite painfully.
Mrrowow :3 |
Template:Tc | Yes |
|
Genetic Ancestor Reinforcement Teleporter | Call in a trained monkey or kobold to assist you. Comes with some drip and a cigarette. Monkey and kobold agents are supposed to follow your orders. Results may vary. | Template:Tc | Yes |
|
Reinforcement Teleporter | A radio that calls in a specialized agent of variable quality. They come in three flavors medic, spy, and thief and are all equipped with a Viper and throwing knife. It is their job to assist you in whatever operation or objectives you are campaigning on.
The medic is equipped with a Combat Medikit. The thief is equipped with a suspicious toolbox and syndicate jaws of life. The spy is equipped with an agent id and voice changer. |
Template:Tc | No |
|
Holoparasite Kit | A cardboard box containing a Holoparasite Injector, terms and service, and a troublemaker's softcap. A holoparasite is a sentient guardian, capable of punching at rapid speeds. The parasite can remain inside the host, or can be deployed to a short distance. The parasite shares damage with its host. Unlike most implants, the Holoparasite can NOT be removed with an implant remover. The only way to kill a Holoparasite is to kill the host. The host may be revived after death and will not have the Holoparasite anymore. | Template:Tc | No |
|
Nuclear Operative Reinforcement | A radio that calls in a Nuclear Operative of variable quality. They come equipped with a Syndicate Hardsuit, Death Acidifier, Pin pointer, Viper, Nukie gas mask, Combat gloves, Chest rig, Combat Knife and carp plush. It is their job to assist you in whatever operation or objectives you are campaigning on. | Template:Tc | Yes (Only) |
|
Syndicate Assualt Cyborg Teleporter | A lean, mean killing machine with access to a Double bladed Energy Sword, L6C (self recharging L6 saw, recharges 1 bullet every 4 seconds), Cryptographic Sequencer, Access Breaker, Crowbar and a Pinpointer.
Dont forget welding fuel!!! |
Template:Tc | Yes (Only) |
Job Specific
| Image | Name | Description | Cost (TC) | Job |
|---|---|---|---|---|
|
Advanced Circular Saw | An advanced circular saw perfect for all your medical malpractice dreams. | Template:Tc | Doctor |
| Hot Potato | A special grenade with a long fuse. This grenade sticks to your hands, and constantly burns you until you hit somebody else with it, passing the curse off to them. The Hot Potato can accumulate a lot of heat damage before detonating. The timer is two minutes long, after which the explosion deals a lot of damage in a small area of effect. | Template:Tc | Chef, Botanist, Clown, Mime | |
| Necronomicon | A book that is capable of summoning a demonic familiar, Cerberus, which is a ghost role. Cerberus is supposed to follow your commands. | Template:Tc | Chaplain | |
|
CHIMP Handcannon upgrade chip | Once inserted into a CHIMP Handcannon, it allows the device to fire Omega particles. Omega particles can cause anomalies to go super critical, and they deal a moderate amount of burn damage on hit. | Template:Tc | Scientist |
|
Proximity Mine | A mine disguised as a wet floor sign. It has a large blast radius and does just enough damage to critically injure somebody not wearing armor. | Template:Tc | Janitor |
|
Packet of Gatfruit Seeds | This packet of seeds slowly grows a tree that produces Gatfruit that, upon consumption, yields a Python with 6 rounds of .45 ammunition. | Template:Tc | Botanist |
|
Syndicate Sponge Box | A box of 6 monkey cubes that, once rehydrated, transforms into a random hostile wildlife creature. | Template:Tc | Zookeeper, Science department, Chef |
|
Cap Gun Revolver | A disguised cap gun loaded with .45 Magnum Armor Piercing. Can fire both magnum rounds and cap gun rounds. Despite being a clown exclusive item, clowns cannot use this weapon, since it is a lethal firearm. | Template:Tc | Clown, Mime |
|
Holoclown kit | A clown exclusive holo-parasite. Functions similarly to a normal holoparasite, however, it has two pocket slots and a hand slot. Cannot use guns. | Template:Tc | Clown |
|
Holy Hand Grenade | 'O Lord, bless this thy hand grenade, that with it thou mayst blow thine enemies to tiny bits, in thy mercy.' Massive area of effect and damage with a short fuse. Spaces rooms and destroys walls. The grenade glows bright white, and it sings when armed. Does not deal enough damage to gib by itself. | Template:Tc | Chaplain |
| Cane Blade | A cane that has a hidden blade that can be unsheathed. | Template:Tc | Librarian |
Pointless
| Image | Name | Description | Cost (TC) | NukeOps |
|---|---|---|---|---|
|
Operative Jumpsuit / Jumpskirt | A cool black and tan jumpsuit used by syndicate operatives. Provides no statistical advantages over a normal jumpsuit. Does not have integrated vitals or coordinate sensors. (Limit 1 of each style, jumpsuit and jumpskirt) | Template:Tc | Yes |
| Syndicate Business Card | A business card that you can give to someone to demonstrate your involvement in the syndicate or leave at the crime scene in order to make fun of the detective. (Limit 3) | Template:Tc | Yes | |
|
Outlaw Hat | A black brimmed outlaw hat, perfect for challenging any head to a duel right before 12pm. (Limit 1) | Template:Tc | Yes |
|
Striped Syndicate Scarfs (red or green) | A valid way of keeping warm (limit 1 of each color) | Template:Tc | Yes |
|
Syndicate Rubber Stamp | Announce your presence in style by faxing HoP a death threat. A rubber stamp that engraves the "Syndicate" on any piece of paper. (Limit 1) | Template:Tc | Yes |
|
Syndicate Snack Box | A harmless, but nukie themed lunchbox with a random toy and some suspicious drinks and snacks. | Template:Tc | Yes |
|
Barber Scissors | MAKE THEM ALL BALD. | Template:Tc | Yes |
|
Outlaw Glasses | A silly glasses and mustache combo. An essential pick for any serious undercover operation. | Template:Tc | Yes |
|
Conducting Gloves | Looks exactly like insulated gloves, but shocks you far worse than if you had nothing at all! Best given as a gift to a passenger you really don't like. | Template:Tc | Yes |
| Contraband Lighter Box | A mystery box guaranteed to contain a syndicate branded lighter. | Template:Tc | Yes | |
|
Decoy Kit | State-of-the-art distraction technology straight from RND. Comes with 5 realistic balloons, four decoy grenades and some snap poppers! NUKIES REAL!!! | Template:Tc | Yes |
|
Cap gun | A normal cap gun. Not to be confused with the fake cap gun, which can use lethals. | Template:Tc | Yes |
|
Clown Costume Duffel Bag | A clown duffel bag containing a full clown costume, PDA, and service earpiece. | Template:Tc | Yes |
|
Carp Suit Duffel Bag | A duffel bag containing a carp costume and 6 carp plushes. Now you can relive your fantasies of being a space fish while Sec uses lethals on you. | Template:Tc | Yes |
|
Syndicate PJ Bundle | A duffel bag containing 3 pairs of Syndicate PJs, bedsheets and some random plushes. | Template:Tc | Yes |
|
Syndie Balloon | Watch Sec scream with fear as you approach with this inflatable terror. | Template:Tc | Yes |
|
Cat Ears | UwU | Template:Tc | Yes |
Objective
| Image | Name | Description | Cost (TC) | NukeOps |
|---|---|---|---|---|
| Hijack Beacon | A syndicate-brand hijack beacon designed to get around the firewalls of Nanotrasen-brand Automated Trade Stations. They take 200 seconds to work and Trade Stations will announce they are being hacked, so prepare accordingly. (Only available to traitors with an objective to hijack the ATS.) | Template:Tc | No |
Last price check and update was performed on 20th January 2025
Traitor Strategy
Syndicate gear effectiveness
This video shows multiple types of armor and how effective they are.
This video shows the different weaponry and other things the syndicate uplink holds.
This video shows multiple job specific items that are available for traitors with that specific job.
Credits to Liltenhead for these guides.
Strategy
FOR Nuclear Operatives PLEASE SEE HERE
- Buying from the uplink makes a "cha-ching" sound. Contrary to belief, this sound is not audible to nearby players.
- Since traitors only start with 20 TC, they must
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














































































































