Difference between revisions of "Nuclear Agent Items"
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Antagonist
Antagonist Roles
Antagonist Guides
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| HONK | | HONK | ||
| A backpack containing the standard clown loadout, so you can put on the greatest show NT has ever seen! Also comes with a voice changer mask rather than the usual clown mask, a pair of clown magboots to assist with boarding and a comic dna injector so you'll even talk like a clown once on board. | | A backpack containing the standard clown loadout, so you can put on the greatest show NT has ever seen! Also comes with a voice changer mask rather than the usual clown mask, some confetti bulldog drums, a cap gun, a pair of clown magboots to assist with boarding and a comic dna injector so you'll even talk like a clown once on board. | ||
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Revision as of 11:44, 7 September 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. |
Krav Maga Implant |
25 TC | Brute, Stamina and Oxygen | Variable | A biochip that teaches you Krav Maga when implanted, great as a cheap backup weapon. Warning: the biochip will override any other fighting styles such as CQC while active. |
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. |