Difference between revisions of "Nuclear Agent Items"
Jump to navigation
Jump to search
Antagonist
Antagonist Roles
Antagonist Guides
Boardwalksky (talk | contribs) (→Implants: changed the amount for tele crystals to d) |
m (changes some prices) |
||
Line 28: | Line 28: | ||
|- | |- | ||
! Flamethrower<br>[[File:FlameThrower.gif]] | ! Flamethrower<br>[[File:FlameThrower.gif]] | ||
| | | 3 TC | ||
| Burn | | Burn | ||
| Variable | | Variable | ||
Line 92: | Line 92: | ||
|- | |- | ||
! Gygax Exosuit<br>[[File:DarkGygax.png]] | ! Gygax Exosuit<br>[[File:DarkGygax.png]] | ||
| | | 400 TC | ||
| A mech for close-range attacks and chasing down key targets with its speed. | | A mech for close-range attacks and chasing down key targets with its speed. | ||
| A lightweight exosuit, painted in a dark scheme. Its speed and equipment selection make it excellent for hit-and-run style attacks. It comes fully equipped with a scattershot rifle for easily downing any nearby attackers, leg actuator overload for a power-hungry speed boost, ion thrustors for easier travel through space and moderate armor and shielding to shrug off most conventional means of attack. | | A lightweight exosuit, painted in a dark scheme. Its speed and equipment selection make it excellent for hit-and-run style attacks. It comes fully equipped with a scattershot rifle for easily downing any nearby attackers, leg actuator overload for a power-hungry speed boost, ion thrustors for easier travel through space and moderate armor and shielding to shrug off most conventional means of attack. | ||
|- | |- | ||
! Mauler Exosuit<br>[[File:Mauler.png]] | ! Mauler Exosuit<br>[[File:Mauler.png]] | ||
| | | 599 TC | ||
| A mech for shrugging off most attacks while blasting crew with missiles, machine guns and scattershot rifles. | | A mech for shrugging off most attacks while blasting crew with missiles, machine guns and scattershot rifles. | ||
| A massive and incredibly deadly Syndicate exosuit. Features long-range targeting, thrust vectoring, deployable smoke, LMG, Scattershot Launcher, Missile Rack and anti-projectile armor attachments. Far more durable than its Gygax counterpart with more utility, weapons, and armour, the Mauler is the peak of Syndicate robotics. | | A massive and incredibly deadly Syndicate exosuit. Features long-range targeting, thrust vectoring, deployable smoke, LMG, Scattershot Launcher, Missile Rack and anti-projectile armor attachments. Far more durable than its Gygax counterpart with more utility, weapons, and armour, the Mauler is the peak of Syndicate robotics. | ||
Line 107: | Line 107: | ||
|- | |- | ||
! Syndicate Assault Cyborg<br>[[File:Syndiborg.png]] | ! Syndicate Assault Cyborg<br>[[File:Syndiborg.png]] | ||
| | | 250 TC | ||
| Getting a robot buddy programmed for providing combat support. | | Getting a robot buddy programmed for providing combat support. | ||
| A cyborg designed and programmed for systematic extermination of non-Syndicate personnel. The combat borg module has more than enough firepower to eliminate most enemies, including a 15 round grenade launcher, a single-shot heavy machine gun, and an energy sword. They come with an emag and crowbar to force open doors it cannot interface with and an operative/NAD pinpointer to prevent it from getting separated from other operatives. Also comes equipped with nano paste for machine repair. | | A cyborg designed and programmed for systematic extermination of non-Syndicate personnel. The combat borg module has more than enough firepower to eliminate most enemies, including a 15 round grenade launcher, a single-shot heavy machine gun, and an energy sword. They come with an emag and crowbar to force open doors it cannot interface with and an operative/NAD pinpointer to prevent it from getting separated from other operatives. Also comes equipped with nano paste for machine repair. | ||
Line 297: | Line 297: | ||
|- | |- | ||
! Viscerator Delivery Grenade<br>[[File:Viscerator.gif]] | ! Viscerator Delivery Grenade<br>[[File:Viscerator.gif]] | ||
| | | 10 TC | ||
| Sending a swarm of tiny machines to attack every non-operative nearby. | | Sending a swarm of tiny machines to attack every non-operative nearby. | ||
| A unique grenade that deploys a swarm of viscerators upon activation which chase down and shred any non-operatives in the area. The grenade spawns 5 viscerators which each deal 15 brute damage every hit and are small enough to pass over certain objects such as tables. While viscerators have only 15 health and are easily dispatched, they are deadly in close-quarters scenarios. | | A unique grenade that deploys a swarm of viscerators upon activation which chase down and shred any non-operatives in the area. The grenade spawns 5 viscerators which each deal 15 brute damage every hit and are small enough to pass over certain objects such as tables. While viscerators have only 15 health and are easily dispatched, they are deadly in close-quarters scenarios. | ||
|- | |- | ||
! Grenadier Belt<br>[[File:Assaultbelt.png]] | ! Grenadier Belt<br>[[File:Assaultbelt.png]] | ||
| | | 120 TC | ||
| Throwing a large variety of deadly grenades at the crew. | | Throwing a large variety of deadly grenades at the crew. | ||
| A belt that starts with 26 grenades and can hold up to 30. Contents : 4 smoke grenades, 2 EMP grenades, 4 gluon grenades (makes floors frozen and slippery, freezes and irradiate people), 1 fluosulphuric acid smoke grenade, 1 sarin gas grenade, 2 small plasma fire grenades, 10 frag grenades (does not breach station floors, can embed shrapnels in people hit), 2 syndicate minibombs | | A belt that starts with 26 grenades and can hold up to 30. Contents : 4 smoke grenades, 2 EMP grenades, 4 gluon grenades (makes floors frozen and slippery, freezes and irradiate people), 1 fluosulphuric acid smoke grenade, 1 sarin gas grenade, 2 small plasma fire grenades, 10 frag grenades (does not breach station floors, can embed shrapnels in people hit), 2 syndicate minibombs | ||
Line 357: | Line 357: | ||
|- | |- | ||
! Energy Shield <br> [[File:Eshield.png]] | ! Energy Shield <br> [[File:Eshield.png]] | ||
| | | 40 TC | ||
| Blocking and defending energy-based projectiles. | | 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. | | 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 <br> [[File:Syndikit.png]] | ! Combat Medic Kit <br> [[File:Syndikit.png]] | ||
| | | 30 TC | ||
| Healing and reviving other operatives. | | 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. | | 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. |
Revision as of 21:33, 30 October 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
NOTE: The stats can be plugged into this formula to get the percentage of damage blocked. For instance, a score of 20 on lasers means 28.57% of damage blocked from lasers.