Difference between revisions of "Nuclear Agent Items"
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Boardwalksky (talk | contribs) (→Implants: changed the amount for tele crystals to d) |
(edited it to modsuit and aswell added the elite modsuit, might have some flaws so feel free to correct them) |
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(11 intermediate revisions by 6 users not shown) | |||
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<div style="column-count:3;-moz-column-count:3;-webkit-column-count:3; width: 60em;"> | <div style="column-count:3;-moz-column-count:3;-webkit-column-count:3; width: 60em;"> | ||
* [[File:Hackerman Implant.png|32px]] Binyat Wireless Hacking System | |||
* [[File:Energy_crossbow.png|32px]] Energy Crossbow | * [[File:Energy_crossbow.png|32px]] Energy Crossbow | ||
* [[File:Combathypo.gif|32px]] Holoparasite | * [[File:Combathypo.gif|32px]] Holoparasite | ||
* [[File:Scroll1.png|32px]] Martial Arts Scroll | * [[File:Scroll1.png|32px]] Martial Arts Scroll | ||
* [[File:Tacticalturtleneck.png|32px]] "Big Brother" Obfuscation Suit | |||
* [[File:Traitorbelt.gif|32px]] Traitor Belt | * [[File:Traitorbelt.gif|32px]] Traitor Belt | ||
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* [[File:Syndicate_Playing_Cards.png|32px]] Syndicate Playing Cards | * [[File:Syndicate_Playing_Cards.png|32px]] Syndicate Playing Cards | ||
* [[File:GrayCrate.png|32px]] Syndicate Surplus Crate | * [[File:GrayCrate.png|32px]] Syndicate Surplus Crate | ||
* [[File: | * [[File:Razorwire Spool Arm Implant.png|32px]] Razorwire Spool | ||
* [[File:Qani-Laaca Sensory Computer.png|32px]] Qani-Laaca Sensory Computer | |||
</div> | </div> | ||
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|- | |- | ||
! Flamethrower<br>[[File:FlameThrower.gif]] | ! Flamethrower<br>[[File:FlameThrower.gif]] | ||
| | | 3 TC | ||
| Burn | | Burn | ||
| Variable | | Variable | ||
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| A fully-loaded Aussec Armoury belt-fed machine gun. This deadly weapon has a massive 50-round magazine of devastating 5.56x45mm ammunition. It requires two hands to appropriately wield, and holding something in your other hand will cause you to drop the weapon due to recoil. | | A fully-loaded Aussec Armoury belt-fed machine gun. This deadly weapon has a massive 50-round magazine of devastating 5.56x45mm ammunition. It requires two hands to appropriately wield, and holding something in your other hand will cause you to drop the weapon due to recoil. | ||
|- | |- | ||
! Sniper Rifle<br>[[File:GunSniper.png]] | ! SR-31C (S) Sniper Rifle<br>[[File:GunSniper.png]] | ||
| 80 TC | | 80 TC | ||
| Variable | | Variable | ||
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| 60 | | 60 | ||
| A lifesaving device turned dangerous weapon. Click on someone with the paddles on harm intent to knock them down and deal 60 stamina damage. Will instantly stop the heart of stunned targets. Can be used as a regular defib as well. Installs in a '''MODsuit'''. | | A lifesaving device turned dangerous weapon. Click on someone with the paddles on harm intent to knock them down and deal 60 stamina damage. Will instantly stop the heart of stunned targets. Can be used as a regular defib as well. Installs in a '''MODsuit'''. | ||
|- | |||
! Rocket Launcher <br>[[File:RPG.png]] | |||
| 40 TC | |||
| Brute | |||
| 50 | |||
| The pinnacle of destruction. Become the bringer of hellfire with this immaculate weapon as it's roar echoes throughout the station. Ammunition sold separately. | |||
|- | |- | ||
|} | |} | ||
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|- | |- | ||
! 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. | ||
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|- | |- | ||
! 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. | ||
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| 60 / +50 Armor Piercing | | 60 / +50 Armor Piercing | ||
| An additional 5 round .50 Penetrator magazine for the Sniper Rifle. Each round is capable of penetrating an unlimited number of targets, objects and walls in its path up to a range of 50 tiles. | | An additional 5 round .50 Penetrator magazine for the Sniper Rifle. Each round is capable of penetrating an unlimited number of targets, objects and walls in its path up to a range of 50 tiles. | ||
|- | |||
! Rocket Launcher Shell<br>[[File:Rocket Shell.png]] | |||
| 30 TC | |||
| Brute | |||
| 40 | |||
| A single shell for your RPG. Don't underestimate it however, as it leaves debilitating station damage and gib targets on direct impact. | |||
|} | |} | ||
== Space Suits and | == Space Suits and Modsuits == | ||
'''NOTE''': The stats can be plugged into this [https://www.desmos.com/calculator/nleu3rbzq5/ formula] to get the percentage of damage blocked. For instance, a score of 20 on lasers means 28.57% of damage blocked from lasers. | '''NOTE''': | ||
* The stats can be plugged into this [https://www.desmos.com/calculator/nleu3rbzq5/ formula] to get the percentage of damage blocked. For instance, a score of 20 on lasers means 28.57% of damage blocked from lasers. | |||
* The projectiles from the Proto-kinetic accelerator are affected by bomb armour. | |||
{| class="wikitable sortable mw-collapsible" width="80%" style="text-align: center; background-color: #ff9999;" | {| class="wikitable sortable mw-collapsible" width="80%" style="text-align: center; background-color: #ff9999;" | ||
|- style="font-weight: bold; text-align: center; background-color: darkred; color: white;" | |- style="font-weight: bold; text-align: center; background-color: darkred; color: white;" | ||
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| class="unsortable" | Description | | class="unsortable" | Description | ||
|- | |- | ||
! Shielded Syndicate | ! Shielded Syndicate MODsuit <br> [[File:Mod_Syndicate.png]] | ||
| 150 TC | | 150 TC | ||
| Full Body | | Full Body | ||
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| 50 | | 50 | ||
| Immune | | Immune | ||
| This | | This MODsuit is identical to its cousin the Blood-Red MODsuit, however unlike its cousin it features an overshield capable of absorbing the shock from three projectile bullets in a short duration. The shield slowly recharges itself over time, and is capable of deflecting an infinite number of projectiles so long as the shield is given adequate time to charge back up. | ||
| | |- | ||
! Syndicate Elite MODsuit <br> [[File:Mod Syndicate Elite.png]] | |||
| 45 TC | |||
| Full Body | |||
| 50 in EVA mode <br> 75 in combat mode | |||
| 45 in EVA mode <br> 75 in combat mode | |||
| 35 in EVA mode <br> 50 in combat mode | |||
| 10 in EVA mode <br> 25 in combat mode | |||
| 60 | |||
| IMMUNE | |||
| IMMUNE | |||
|An advanced MODsuit with superior armor to the standard Syndicate MODsuit. Nanotrasen crew who spot these suits are known to *really* panic. Comes packaged with internals inside the suit. | |||
|- | |||
== Grenades and Explosives == | == Grenades and Explosives == | ||
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|- | |- | ||
! 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 | ||
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|- | |- | ||
! 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. | ||
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| 5 TC | | 5 TC | ||
| Forcing open that pesky safe. | | Forcing open that pesky safe. | ||
| For when the captain decides to put the nuke disk inside | | For when the captain decides to put the nuke disk inside their 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 <br> [[File:AssaultPodTargeter.png]] | ! Assault Pod Targeting Device <br> [[File:AssaultPodTargeter.png]] | ||
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| 50 TC | | 50 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 3 second delay when detonating the implant manually, so if you're going to suicide charge/bomb the Captain, make sure | | 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 3 second delay when detonating the implant manually, so if you're going to suicide charge/bomb the Captain, make sure they can't run away from you and skedaddle. | ||
|} | |} | ||
Revision as of 20:23, 21 May 2024
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 Modsuits
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.
- The projectiles from the Proto-kinetic accelerator are affected by bomb armour.