Difference between revisions of "Nuclear Agent Items"
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Antagonist
Antagonist Roles
Antagonist Guides
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! Thermal Vision Implant <br> [[File:AutoImplanter.png]] | ! Thermal Vision Implant <br> [[File:AutoImplanter.png]] | ||
| | | 40 TC | ||
| Seeing enemies and other living creatures through walls. | | Seeing enemies and other living creatures through walls. | ||
| Thermal vision allows you to see living creatures, but not any equipment they may be dragging with them. If your team has an extra 2 telecrystals to spend, the X-ray vision implant is a slightly more expensive but more effective option. | | Thermal vision allows you to see living creatures, but not any equipment they may be dragging with them. If your team has an extra 2 telecrystals to spend, the X-ray vision implant is a slightly more expensive but more effective option. | ||
|- | |- | ||
! X-ray Vision Implant <br> [[File:AutoImplanter.png]] | ! X-ray Vision Implant <br> [[File:AutoImplanter.png]] | ||
| | | 50 TC | ||
| Seeing living creatures and everything else around you through the walls. | | Seeing living creatures and everything else around you through the walls. | ||
| X-ray vision allows you to see everything in your vicinity as if the walls did not exist. This is very handy knowledge to have when trying to sneak through an enemy ship or outmaneuver enemy combatants. | | X-ray vision allows you to see everything in your vicinity as if the walls did not exist. This is very handy knowledge to have when trying to sneak through an enemy ship or outmaneuver enemy combatants. | ||
|- | |- | ||
! CNS Rebooter Implant <br> [[File:AutoImplanter.png]] | ! CNS Rebooter Implant <br> [[File:AutoImplanter.png]] | ||
| | | 60 TC | ||
| Reducing down time when in combat. | | Reducing down time when in combat. | ||
| This implant will lower the amount of time you are down from any stun effect. This includes being shot by disabling weaponry and being knocked down from explosions. It will reduce the stun time from being tased or baton just enough to make you impossible to be cuffed by a single individual. | | This implant will lower the amount of time you are down from any stun effect. This includes being shot by disabling weaponry and being knocked down from explosions. It will reduce the stun time from being tased or baton just enough to make you impossible to be cuffed by a single individual. | ||
|- | |- | ||
! Hardened Reviver Implant <br> [[File:AutoImplanter.png]] | ! Hardened Reviver Implant <br> [[File:AutoImplanter.png]] | ||
| | | 40 TC | ||
| Emergency healing when in critical health. | | Emergency healing when in critical health. | ||
| The reviver implant will attempt to heal damage on the user should they fall into critical health. Only basic damage types are heal-able with this implant and more advanced injuries such as broken bones, injured organs, and internal bleeding will not be fixed. Unlike the normal reviver implant, this hardened one is immune to EMP attacks. | | The reviver implant will attempt to heal damage on the user should they fall into critical health. Only basic damage types are heal-able with this implant and more advanced injuries such as broken bones, injured organs, and internal bleeding will not be fixed. Unlike the normal reviver implant, this hardened one is immune to EMP attacks. | ||
|- | |- | ||
! Microbomb Implant <br> [[File:BombImplant.png]] | ! Microbomb Implant <br> [[File:BombImplant.png]] | ||
| | | 10 TC | ||
| Blowing yourself up for the glory of the Syndicate. | | Blowing yourself up for the glory of the Syndicate. | ||
| A final stand weapon which can be triggered manually by an operative or activates automatically upon death to prevent capture of Syndicate technologies by other companies. The size of the explosion can be increased by adding additional implants to an operative. | | A final stand weapon which can be triggered manually by an operative or activates automatically upon death to prevent capture of Syndicate technologies by other companies. The size of the explosion can be increased by adding additional implants to an operative. | ||
|- | |- | ||
! Macrobomb Implant <br> [[File:BombImplant.png]] | ! Macrobomb Implant <br> [[File:BombImplant.png]] | ||
| | | 100 TC | ||
| Blowing yourself up, the enemy up, and anything else remotely near you up for the glory of the Syndicate. | | Blowing yourself up, the enemy up, and anything else remotely near you up for the glory of the Syndicate. | ||
| A final stand weapon which can be triggered manually by an operative or activates automatically upon death. The resulting explosion is significantly larger than the microbomb implant and should not be used anywhere near your fellow operatives. There is a short delay when detonating the implant manually, so if you're going to suicide charge/bomb the Captain, make sure he can't tase you and skedaddle. | | A final stand weapon which can be triggered manually by an operative or activates automatically upon death. The resulting explosion is significantly larger than the microbomb implant and should not be used anywhere near your fellow operatives. There is a short delay when detonating the implant manually, so if you're going to suicide charge/bomb the Captain, make sure he can't tase you and skedaddle. |
Revision as of 18:31, 22 August 2023
Departmental Head
Unknown
Abductor • | Ash Walker • | Blob • | Changeling • | Contractor • | Construct • | Cultist • | Guardian • | Lavaland Elite • | Malfunctioning AI • | Mindflayer • | Morph • | Nuclear Agent • | Pulse Demon • | Revenant • | Revolutionary • | Shadow Demon • | Slaughter Demon • | Syndicate Researcher • | Terror Spider • | Traitor • | Vampire • | Wizard • | Xenomorph • | Zombie |
Combat • | Death • | Hacking • | Traitor Items • | Agent Items • | Crafting • | High-Risk Items • | E-maggable objects • | C-maggable objects • | Martial Arts |
Syndicate operatives get access to the following items during the Nuclear Emergency.
Nuclear Operatives also get access to Traitor Items with the exception of the following equipment:
Highly Visible and Dangerous Weapons
Primary weapons and devices expressly designed to wreak havoc among one's enemies.
Support and Mechanized Exosuits
Stealthy and Inconspicuous Weapons
Item | Cost | Damage Type | Damage | Description |
---|---|---|---|---|
CQC Manual |
40 TC | Brute, Stamina and Stun | Variable | A manual that teaches a single user tactical Close-Quarters Combat before self-destructing. Does not restrict weapon usage. Your disarms will inflict some stamina damage while shoving people, your grabs will immobilize for a second making it easier to reinforce them, your harm attacks will deal moderate stamina damage, and you will get a set of combos that allow you to efficiently knockdown, disarm or stun your opponent. You can find more information on CQC and its combos Here. |
Combat Gloves Plus |
25 TC | Brute and oxygen | Variable | Aside from the benefits of normal combat gloves, these imbue the wearer with the ability to use Krav Maga |
Ammunition
Ammunition for the various weapons employed by Nuclear Agents.
Space Suits and Hardsuits
Grenades and Explosives
Stealth and Camouflage Items
Devices and Tools
Item | Cost | Purpose | Description |
---|---|---|---|
Blood-Red Magboots |
10 TC | Staying upright in zero-gravity environments. | A pair of magnetic boots with a Syndicate paintjob that assist with freer movement in space or on-station during gravitational generator failures. Just like Nanotrasen magboots, these boots will slow you down while active in indoor areas. |
Medbeam Gun |
75 TC | Providing medical aid to a target. | A beam gun which can heal both brute and burn damage on a target. This gun also has a chance to mend broken bones with each healing pulse. Caution is advised if the team has more than two Medbeam gun users, as crossing the beams will result in an explosion. |
Energy Shield |
80 TC | Blocking and defending energy-based projectiles. | Capable of deflecting energy projectiles, the Energy Shield is ideally paired with a weapon. It is completely useless against ballistic weaponry, meaning you should prioritize targets with ballistics while using it. |
Combat Medic Kit |
20 TC | Healing and reviving other operatives. | The first aid kit comes with a 2 emergency stabilization pens, four synthflesh patches, a night vision medical hud, and a hypospray filled with combat stims. |
Syndicate Detonator |
5 TC | Synchronizing syndicate bomb detonations. | Activating this will set off all currently planted Syndicate Bombs in five seconds. |
Diamond Tipped Thermal Safe Drill |
5 TC | Forcing open that pesky safe. | For when the captain decides to put the nuke disk inside his floor safe - this is one of only two ways to force it open. To use the drill, first attach it to the safe and then activate it to start the drilling. Once completed, you'll need to remove the drill before you can open the safe up. It's advised to have someone on the team keep a single telecrystal spare to buy this, lest you find yourself right on top of the disk with no means to get to it. |
Assault Pod Targeting Device |
125 TC | Space Marine Roleplay and aggressive boarding of hostile ships. | The assault pod is a heavily armored and weaponized mobile base that can be crashed into the ship you have been tasked with destroying. The pod comes equipped with 8 automated machine guns on its hull which will fire upon any non-Syndicate targets in range. Keep in mind that although the pod gives you a very defensible entry point when starting your attack, it is a one way trip. |
Teleporter Circuit Board File:CircuitboardTele.png |
100 TC | Warping onto the Nanotrasen ship. | A printed circuit board that completes the teleporter on-board the mothership. Mostly useless, since a teleporter board can be stolen for the cost of a few blocks of C4 from telecomms, or from the abandoned teleporter. |
VTEC Upgrade Module File:Cyborg upgrade1.png |
30 TC | Increase survivability of your cyborgs. | Makes the borg as fast as average human to keep them from falling behind the team or lets them avoid danger much easier. You only need your ID and a crowbar to install. |