To help them achieve their objectives, some antagonists including traitors and nuclear operatives have access to an uplink from which they can purchase all sorts of illegal goodies from The Syndicate. Some items are only available when playing certain jobs. The shop interface is divided into categories.
This is a hopefully comprehensive list of all the items Traitors and Nuclear Operatives can obtain through their uplink by paying Telecrystals.
Syndicate Items
This section contains all the items a Traitor can buy, with items available to nuclear operatives marked by a green "Yes" in the "Ops?" column.
Uplink
Traitors have their PDA as uplink, which is unlockable using the code received at roundstart in the ringtone program.
For more in depth information about the weapons, refer to the weapons list.
Weapons
Ops? | Icon | Item | Cost | Description |
---|---|---|---|---|
Yes | Viper | 3 | A small, easily concealable, but somewhat underpowered gun. Retrofitted with a fully automatic receiver. Uses pistol magazines (.35 auto). | |
Yes | Python | 8 | A brutally simple, effective, and loud Syndicate revolver. Comes loaded with armor-piercing rounds. Uses .45 magnum. | |
Yes | Cobra | 4 | A rugged, robust operator handgun with inbuilt silencer. Uses pistol magazines (.25 caseless). | |
Yes | File:Mosin.png | Surplus Rifle | 1 | A bolt action service rifle that has seen many wars. Not modern by any standard, hand loaded, and terrible recoil, but it is cheap. |
Yes | Energy Sword | 8 | A very dangerous energy sword. Can be stored in pockets when turned off. Makes a lot of noise when used or turned on. You have a decent chance of reflecting projectiles with it when turned on. For best results, combine it with a way to stun, slow, or otherwise disable your targets; remember that if it's knocked out of your hands, you can very easily be on the receiving end. | |
Yes | Energy Dagger | 2 | A small energy blade conveniently disguised in the form of a pen. It's better than most improvised weapons, very cheap, and easily concealable, especially in your PDA. A nice fallback in case your injured target manages to disarm you of your primary weapon. | |
Yes | Fire Axe | 10 | A classic-style weapon infused with advanced atmos technology to allow it to set targets on fire. Now with rugged rubberized handle! | |
No | Double Bladed Energy Sword | 16 | 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. Has good chances of reflecting things. | |
Yes | Gloves of the North Star | 8 | A pair of gloves that reduce your punching cooldown drastically, allowing you to beat people to death in a flurry of punches. ATATATATATA. | |
Yes | Disposable Ballistic Turret | 8 | Looks and functions like a normal electrical toolbox. Upon hitting the toolbox it will transform into a ballistic turret, theoretically shooting at anyone except members of the syndicate. Can be turned back into a toolbox using a screwdriver and repaired using a wrench. | |
Yes | Kanabou | 10 | (Oni only) A weapon for those who wish to forgo subtlety. Particularly suited to Oni. |
Ammo
Ops? | Icon | Item | Cost | Description |
---|---|---|---|---|
Yes | File:Pistol35Mag.png | Pistol Magazine (.35 auto) | 1 | istol magazine with 10 catridges. Compatible with the Viper. |
Yes | File:SMG35Mag.png | SMG magazine (.35 auto) | 3 | (Nuclear Operative only) Rifle magazine with 30 catridges. Compatible with C-20r. |
Yes | File:Pistol25Mag.png | Pistol Magazine (.25 caseless) | 1 | Pistol magazine with 10 catridges. Compatible with the Cobra. |
Yes | Speedloader (.45 magnum) | 2 | Revolver speedloader with 6 armor-piercing catridges, capable of ignoring armor entirely. Compatible with the Python. | |
Yes | Ammunition box (.30 rifle) | 1 | A box of 50 cartridges for the surplus rifle. | |
Yes | Ammunition box (.60 antimateriel) | 2 | A box of 10 cartridges for the Hristov sniper rifle. |
Explosives
Ops? | Icon | Item | Cost | Description |
---|---|---|---|---|
Yes | Explosive Grenade | 4 | A simplistic grenade with a ten-second fuse that is geared towards injuring personnel. Causes minimal hull damage. | |
Yes | Flashbang | 1 | A standard-issue flashbang, capable of blinding and slowing down anyone without proper protection. This, of course, includes you; make sure you're properly equipped before using it. | |
Yes | Minibomb | 6 | A low-yield, high-impact precision sabotage explosive with a five-second long fuse. Perfect for quickly destroying a machine, dead body, or whatever else needs to go. | |
Yes | Supermatter Grenade | 6 | Grenade that simulates delamination of a suppermatter engine, generates powerful gravity well. Explosion comparable to a Mini Bomb. | |
Yes | Whitehole Grenade | 3 | Grenade that repulses everything around for about 10 seconds. Very useful in small rooms and for chasing someone. | |
Yes | File:Grenade penguin icon.png | Grenade Penguin | 5 | A small, highly-aggressive penguin with a grenade strapped around its neck. Harvested by the Syndicate from icy shit-hole planets. |
Yes | C-4 | 2 | This stick of explosives can detonate and destroy almost anything it is placed on, after any chosen amount of seconds (the shortest being 10). Use it in hand to set the timer, then use it on what you want to attach it to; it takes 3 seconds to set up, and requires you to be un-interrupted. You can also attach a signaler to remotely detonate at will, among other things. Can also be used as a pseudo grenade by activating it in your hand and throwing it. | |
Yes | Grenadier Chest Rig | 12 | (Nuclear Operative only) All you need for a loud party: 4 explosive grenades, 2 EMP grenades and 2 minibombs in a chest rig. 34 TC worth of grenades for only a third of the price. | |
Yes | Syndicate C-4 Bundle | 12 | A large red and black dufflebag that contains 8 C-4 explosives. It's cheaper to buy in bulk than individually if you know you'll need a lot of C4, and can handle toting the bag around. | |
Yes | EMP Grenade | 2 | A grenade designed to disrupt electronic systems. Useful for disrupting communications, security's energy weapons, and APCs when you're in a tight spot. | |
Yes | Exploding Pen | 5 | A class IV explosive device contained within a standard pen. Comes with a 4 second fuse. This is mostly meant to trick people trying to check if the pen is a, energy dagger. | |
Yes | Syndicate Bomb | 11 | A big, anchored bomb that can create a huge explosion if not defused in time. Useful as a distraction. Has an adjustable timer with a minimum setting of 120 seconds. |
Utility
Ops? | Icon | Item | Cost | Description |
---|---|---|---|---|
No | Holoparasite Kit | 14 | The pride and joy of Cybersun. Contains an injector that hosts a sentient metaphysical guardian made of hard light which resides in the user's body when not active. The guardian can punch rapidly and is immune to hazardous environments while being resistant to direct trauma, but shares any damage it takes with the user. | |
Yes | Syndicate Shoulder Holster | 1 | A deep shoulder holster capable of holding many types of ballistics, has 60 storage units. | |
Yes | Emag | 8 | This sophisticated piece of equipment allows you to quite literally open anything: lockers, crates, doors (so long as they aren't welded shut) and other things. It can bolt open doors or grant dispensers extra options. Holds 3 charges that recharges over time.
However, the affected machinery will, almost always, be broken permanently and while this can have the desired effect, it also leaves a trail for people to follow (mostly doors). Emagging something is also fairly noticeable, so you should make sure nobody's watching. | |
Yes | Agent ID Card | 3 | A passenger ID card that can copy accesses from other cards and change its name and job title at-will. Using it will prompt you to set a name and job assignment. It starts with maintenance access and can be upgraded at an ID computer or by simply swiping other cards with it. | |
Yes | Black Jetpack | 2 | A black jetpack. It allows you to fly around in space. Refills not included, use your fuel wisely. | |
No | Reinforcement Teleporter | 16 | An item that, upon activation, creates a ghost role of a budget syndicate agent; they have a knife, a viper, look like an operative and will do your bidding till their death. | |
Yes | Reinforcement Teleporter | 16 | (Nuclear Operative only) A special version specifically for the Nuclear Operative agents. Upon activation, creates a ghost role of a nuclear operative agent; they have a knife, a viper, look like an operative and are supposedly more trained. | |
Yes | Monkey Reinforcement Teleporter | 8 | Call in a trained monkey to assist you. Comes with a single syndicate cigarette. | |
Yes | Stealth Box | 5 | A box outfitted with stealth technology, sneak around with this and don't move too fast now! | |
Yes | Syndicate Overear-Headset | 1 | A headset that allows you to communicate with other syndicate operatives. Has 4 slots for encryption keys. | |
Yes | Syndicate Encryption Keys | 2 | Two encryption keys for access to the secret frequency of our special agents. Give the spare to a friend, but make sure it doesn't fall into enemy hands. | |
Yes | Binary Translator Key | 4 | Lets you tap into the silicons' binary channel. Don't talk on it though, at least not without a voice mask. | |
Yes | Hypopen | 6 | A chemical hypospray disguised as a pen, capable of instantly injecting up to 10u of reagents. Fits into your PDA. Starts empty. | |
Yes | Voice Mask | 2 | A gas mask that lets you adjust your voice to whoever you can think of. Also utilizes cutting-edge chameleon technology. Works very well with the agent ID. | |
Yes | Radio Jammer | 4 | This device will disrupt any nearby outgoing radio communication when activated. |
Tools
Armor
Bundles
Implants
Job
No item available for nuclear operatives, they do it for free don't have jobs!
Role | Icon | Item | Cost | Description |
---|---|---|---|---|
Botanist |
Packet of Gatfruit Seeds | 6 | A packet of seeds that grow into Gatfruit, said Gatfruit just so happens to have a .45 magnum "Predator" inside of it. | |
Passenger Boxer |
Rigged Boxing Gloves | 5 | Float like a butterfly, sting like a bee. Pretend to have a friendly spar and then beat the hell out of someone. | |
Chaplain |
Necronomicon | 4 | An unholy book capable of summoning a demonic familiar. | |
Holy Hand Grenade | 20 | O Lord, bless this thy hand grenade, that with it thou mayst blow thine enemies to tiny bits, in thy mercy. | ||
Clown Mime |
Fake Cap Gun | 9 | Fool your enemy! It can use both cap and magnum bullets. Comes loaded with magnum bullets. | |
Clown |
File:BananaPeel.png | Explosive Banana Peel | 2 | A normal looking banana peel that explode when someone slips on it. |
Holoclown Kit | 12 | A joint venture between Cybersun and Honk.co. Contains an injector that hosts a sentient metaphysical clown made of hard light which resides in the user's body when not active. The holoclown has pockets to store things, a hardlight hand it can manipulate the environment with and is immune to hazardous environments while being resistant to direct trauma, but shares any damage it takes with the user. | ||
Chef Botanist Clown Mime |
Hot Potato | 4 | Once activated, this time bomb can't be dropped - only passed to someone else! | |
Scientist |
C.H.I.M.P. Handcannon Upgrade Chip | 4 | Insert this chip into a standard C.H.I.M.P. handcannon to allow it to fire omega particles. Omega particles inflict severe burns and cause anomalies to go supercritical. | |
Janitor |
Proximity Mine | 5 | A mine disguised as a wet floor sign. | |
Zookeeper Scientist Chef |
Syndicate Sponge Box | 7 | A box containing 6 syndicate sponges disguised as monkey cubes, these cubes turn into a variety of angry wildlife after coming into contact with water. | |
Musician |
Rickenbacker 4001 | 10 | When it comes down to it, there are very few people who will swing the bat. |
Misc
Pointless
Ops? | Icon | Item | Cost | Description |
---|---|---|---|---|
Yes | Cap Gun | 4 | Looks almost like the real thing! Ages 8 and up. | |
Yes | Syndicate Rubber Stamp | 2 | You ever wanted to show off the Syndicate logo? Well now you can! | |
Yes | Cat Ears | 4 | Pretend to be a felinid. | |
Yes | Outlaw's Hat | 1 | A hat that makes you look like you carry a notched pistol, numbered one and nineteen more. | |
Yes | Outlaw's Glasses | 1 | A must for every self-respecting undercover agent. | |
Yes | Syndicate Pyjama Duffel Bag | 4 | Contains 3 pairs of syndicate pyjamas and 3 plushies for the ultimate sleepover. | |
Yes | Clown Costume Duffel Bag | 2 | Contains a complete Clown outfit. Includes PDA and service radio. | |
Yes | Carp Suit Duffel Bag | 4 | Contains a carp suit and some friends to play with. | |
Yes | Operative Jumpsuit | 1 | A suit given to our nuclear operatives with fine fabric to make sure you stand out, no other benefits aside from looking cool. | |
Yes | Operative Jumpskirt | 1 | A skirt given to our nuclear operatives with fine fabric to make sure you stand out, no other benefits aside from looking cool. | |
Yes | Syndie Balloon | 20 | Handed out to the bravest souls who survived the "atomic twister" ride at Syndieland. | |
Yes | Striped syndicate red scarf | 1 | A stylish striped syndicate red scarf. The perfect winter accessory for those with a keen fashion sense, and those who are in the mood to steal something. | |
Yes | Striped syndicate green scarf | 1 | A stylish striped syndicate green scarf. The perfect winter accessory for those with a keen fashion sense, and those who are in the mood to steal something. | |
Yes | Syndicate personal ai device | 1 | A Syndicate variant of the pAI with access to the Syndicate radio channel. We do not guarantee their usefulness. Limited to one. |
Guides Library | |
---|---|
The Basics | Getting Started · Server Rules · Interactions · Roleplay · Game Modes · Combat · Maps |
Command | Standard Operating Procedure · Alert Procedure · Space Law · Company Policy · Shipyard · High-Risk Items |
Security | Security Officer · Alert Procedure · Space Law · Company Policy · Forensics |
Engineering | Construction · Power · Atmospheric Science · Hacking · Pipes and vents · Gases · Reverse Engineering · Setting up the mix chamber |
Epistemics | Research and Development · Xenoarcheology · Anomalous Research · Glimmer · Psionics · Golemancy · The Oracle · Robotics |
Medical | Medical · Chemistry · Cryogenic Pods |
Service | Cooking · Drinks · Hydroponics · Supply Crates |
Antagonists | Guide to Traitor · Syndicate Items · High-Risk Items |
Miscellaneous | Fauna · Playable Species · Radio · Singularity · Terminology · Weapons · Paperwork · Traits · Admin commands · Administrators |
Contribution | Development · Mapping · Spriting · Wiki Contribution · Wikicode |