Difference between revisions of "Nuclear Agent Items"
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Antagonist
Antagonist Roles
Antagonist Guides
(Nukies can no longer get a chainsaw from uplink) |
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(37 intermediate revisions by 10 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:Chainsaw.gif|32px]] Chainsaw | |||
* [[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: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 | ||
| A flamethrower fueled by an attached canister of volatile plasma gas. Make a statement by roasting Nanotrasen filth in their own greed. Only has a range of 3x3 tiles, but will instantly ignite targets and heat the air in the area leading to sustained burn damage. | | A flamethrower fueled by an attached canister of volatile plasma gas. Make a statement by roasting Nanotrasen filth in their own greed. Only has a range of 3x3 tiles, but will instantly ignite targets and heat the air in the area leading to sustained burn damage. | ||
|- | |- | ||
! Bulldog Shotgun<br>[[File:GunBulldog.png]] | ! AS-14 "Bulldog" Shotgun<br>[[File:GunBulldog.png]] | ||
| N/A | | N/A | ||
| Variable | | Variable | ||
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| A drum-fed shotgun that carts magazines sporting up to eight rounds. Its damage, accuracy, range, and utility varies depending on the type of ammunition utilized. It can be loaded with slugs, buckshot, dragon's breath, or meteorslug shot. | | A drum-fed shotgun that carts magazines sporting up to eight rounds. Its damage, accuracy, range, and utility varies depending on the type of ammunition utilized. It can be loaded with slugs, buckshot, dragon's breath, or meteorslug shot. | ||
|- | |- | ||
! C- | ! C-20R Submachine Gun<br>[[File:GunC-20r.png]] | ||
| 70 TC | | 70 TC | ||
| Brute<br>Stamina | | Brute<br>Stamina | ||
| 20<br> | | 20<br>45 | ||
| A fully-loaded Scarborough Arms bullpup submachine gun that fires .45 rounds, boasts a 20-round magazine and is compatible with suppressors. Ideal for short to medium range and capable of firing in two round bursts or semi-automatic fire. While it deals low brute damage compared to many other firearms, the stamina damage will stun targets in just | | A fully-loaded Scarborough Arms bullpup submachine gun that fires .45 rounds, boasts a 20-round magazine and is compatible with suppressors. Ideal for short to medium range and capable of firing in two round bursts or semi-automatic fire. While it deals low brute damage compared to many other firearms, the stamina damage will stun targets in just three hits making it excellent for keeping crew pinned down for other operatives to finish off. | ||
|- | |- | ||
! M- | ! M-90GL Carbine<br>[[File:GunM-90gl.png]] | ||
| 90 TC | | 90 TC | ||
| Brute<br>Explosive | | Brute<br>Explosive | ||
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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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| 25 | | 25 | ||
| Designed for non-lethal operations, the Donksoft LMG is a cheaper alternative to most loud weapons and could potentially be used in stealth operations. You can insert a pen into the darts to make them deal five brute damage. | | Designed for non-lethal operations, the Donksoft LMG is a cheaper alternative to most loud weapons and could potentially be used in stealth operations. You can insert a pen into the darts to make them deal five brute damage. | ||
|- | |||
! Combat Defribillator Module <br>[[File:Mod Defibrillator.png]] | |||
| 60 TC | |||
| Stamina/Oxygen | |||
| 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'''. | |||
|- | |||
! 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. | ||
|- | |- | ||
! Syndicate Reinforcement<br>[[File:Syndie.gif]] | ! Syndicate Reinforcement<br>[[File:Syndie.gif]] | ||
| | | 100 TC | ||
| Receiving another operative to assist you. | | Receiving another operative to assist you. | ||
| Teleports in another nuclear operative to add to your team. They come equipped with only basic equipment, so make sure you set aside spare telecrystals to buy them some gear. | | Teleports in another nuclear operative to add to your team. They come equipped with only basic equipment, so make sure you set aside spare telecrystals to buy them some gear. | ||
|- | |- | ||
! 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 | | 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. | ||
|- | |- | ||
! Syndicate Medical Cyborg<br>[[File:Syndimedborg.gif]] | ! Syndicate Medical Cyborg<br>[[File:Syndimedborg.gif]] | ||
| | | 175 TC | ||
| Getting a robot buddy programmed for providing medical support. | | Getting a robot buddy programmed for providing medical support. | ||
| A cyborg designed and programmed for keeping syndicate operatives alive in the field. It comes with a | | A cyborg designed and programmed for keeping syndicate operatives alive in the field. It comes with a medibeam gun that works the same way as the handheld version operatives can buy, as well as a hypospray loaded with extremely strong healing nanites, which will quickly heal even the worst injuries. It can keep other syndicate cyborgs alive with nanopaste and features an entire set of surgical equipment should emergency surgery become a necessity. They come with an energy saw for close range combat, 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. | ||
|- | |- | ||
! Syndicate Saboteur Cyborg<br>[[File:SyndiSaboborg.gif]] | ! Syndicate Saboteur Cyborg<br>[[File:SyndiSaboborg.gif]] | ||
| | | 125 TC | ||
| Getting a robot buddy programmed for providing stealthy support. | | Getting a robot buddy programmed for providing stealthy support. | ||
| A cyborg designed and programmed for hiding | | A cyborg designed and programmed for hiding onboard NT stations and sabotaging their equipment. It comes with all the standard engineering tools you can find on any NT engineering borg, as well as a special chameleon disguise module that lets it look just like an engineering cyborg when used. If it needs to defend itself or assassinate a target, it is equipped with an energy sword like that of the combat cyborg. 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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|- | |- | ||
! CQC Manual <br> [[File:cqcmanual.png]] | ! CQC Manual <br> [[File:cqcmanual.png]] | ||
| | | 40 TC | ||
| Brute, Stamina and Stun | | Brute, Stamina and Stun | ||
| Variable | | 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 [[Martial Arts#Close Quarters Combat (CQC)|Here]]. | | 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 [[Martial Arts#Close Quarters Combat (CQC)|Here]]. | ||
|- | |- | ||
! | ! Krav Maga Implant <br> [[File:Kravgloves.png]] | ||
| | | 25 TC | ||
| Brute and | | Brute, Stamina and Oxygen | ||
| Variable | | Variable | ||
| | | A biochip that teaches you [[Martial Arts#Krav Maga|Krav Maga]] when implanted, great as a cheap backup weapon. Warning: the biochip will override any other fighting styles such as CQC while active. | ||
|- | |- | ||
|} | |} | ||
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|- | |- | ||
! Box of Bioterror Syringes<br>[[File:Syringes.png]] | ! Box of Bioterror Syringes<br>[[File:Syringes.png]] | ||
| | | 25 TC | ||
| Chemical | | Chemical | ||
| Variable | | Variable | ||
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|- | |- | ||
! Drum Magazine - 12g Buckshot<br>[[File:BulldogAmmo.png]] | ! Drum Magazine - 12g Buckshot<br>[[File:BulldogAmmo.png]] | ||
| | | 10 TC | ||
| Brute | | Brute | ||
| 15 | | 15 | ||
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|- | |- | ||
! Drum Magazine - 12g Slugs<br>[[File:BulldogAmmo.png]] | ! Drum Magazine - 12g Slugs<br>[[File:BulldogAmmo.png]] | ||
| | | 10 TC | ||
| Brute | | Brute | ||
| 60 | | 60 | ||
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|- | |- | ||
! Drum Magazine - 12g Meteorslug <br>[[File:BulldogStun.png]] | ! Drum Magazine - 12g Meteorslug <br>[[File:BulldogStun.png]] | ||
| | | 10 TC | ||
| Brute<br>Stun | | Brute<br>Stun | ||
| 30 brute/2 second weaken | | 30 brute/2 second weaken | ||
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|- | |- | ||
! Drum Magazine - 12g Dragon's Breath<br>[[File:BulldogFire.png]] | ! Drum Magazine - 12g Dragon's Breath<br>[[File:BulldogFire.png]] | ||
| | | 10 TC | ||
| Brute<br>Burn | | Brute<br>Burn | ||
| 5<br>Variable | | 5<br>Variable | ||
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|- | |- | ||
! Shotgun Ammo Grab Bag<br>[[File:DuffleSyndiShotgun.png]] | ! Shotgun Ammo Grab Bag<br>[[File:DuffleSyndiShotgun.png]] | ||
| | | 60 TC | ||
| N/A | | N/A | ||
| N/A | | N/A | ||
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|- | |- | ||
! Magazine - .45<br>[[File:Ammo_45.png]] | ! Magazine - .45<br>[[File:Ammo_45.png]] | ||
| | | 20 TC | ||
| Brute<br>Stamina | | Brute<br>Stamina | ||
| 20<br>65 | | 20<br>65 | ||
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|- | |- | ||
! .45 Ammo Grab Bag<br>[[File:DuffleSyndiShotgun.png]] | ! .45 Ammo Grab Bag<br>[[File:DuffleSyndiShotgun.png]] | ||
| | | 140 TC | ||
| N/A | | N/A | ||
| N/A | | N/A | ||
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|- | |- | ||
! Toploader Magazine - 5.56<br>[[File:Ammo_556.png]] | ! Toploader Magazine - 5.56<br>[[File:Ammo_556.png]] | ||
| | | 10 TC | ||
| Brute | | Brute | ||
| 35 | | 35 | ||
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|- | |- | ||
! Ammo Box - 40mm Grenades<br>[[File:Ammo_40mm.png]] | ! Ammo Box - 40mm Grenades<br>[[File:Ammo_40mm.png]] | ||
| | | 20 TC | ||
| Brute<br>Explosive | | Brute<br>Explosive | ||
| 60<br>Variable | | 60<br>Variable | ||
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|- | |- | ||
! Box Magazine - 5.56x45mm<br>[[File:Ammo_762.png]] | ! Box Magazine - 5.56x45mm<br>[[File:Ammo_762.png]] | ||
| | | 60 TC | ||
| Brute | | Brute | ||
| 45 / +5 Armor Piercing | | 45 / +5 Armor Piercing | ||
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|- | |- | ||
! Box of Riot Darts<br>[[File:FoamRiotDarts.png]] | ! Box of Riot Darts<br>[[File:FoamRiotDarts.png]] | ||
| | | 10 TC | ||
| Stamina | | Stamina | ||
| 25 | | 25 | ||
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|- | |- | ||
! .50 Magazine<br>[[File:Ammo_50cal.png]] | ! .50 Magazine<br>[[File:Ammo_50cal.png]] | ||
| | | 15 TC | ||
| Brute | | Brute | ||
| 70 / +50 Armor Piercing | | 70 / +50 Armor Piercing | ||
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|- | |- | ||
! .50 Antimatter Magazine<br>[[File:Ammo_50cala.png]] | ! .50 Antimatter Magazine<br>[[File:Ammo_50cala.png]] | ||
| | | 30 TC | ||
| Brute | | Brute | ||
|70 / +50 Armor Piercing | |70 / +50 Armor Piercing | ||
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|- | |- | ||
! .50 Soporific Magazine<br>[[File:Ammo_50cals.png]] | ! .50 Soporific Magazine<br>[[File:Ammo_50cals.png]] | ||
| | | 15 TC | ||
| Sleep | | Sleep | ||
| 40 secs | | 40 secs | ||
| An additional 3 round .50 Soporific magazine for the Sniper Rifle. Rounds deal 0 damage, but instantly put a target to sleep. | | An additional 3 round .50 Soporific magazine for the Sniper Rifle. Rounds deal 0 damage, but instantly put a target to sleep. | ||
|- | |- | ||
! | ! 50 Hemorrhage Magazine<br>[[File:Ammo_50calh.png]] | ||
| | | 15 TC | ||
| Brute | | Brute | ||
| 45 / +25 Armor Piercing | | 45 / +25 Armor Piercing | ||
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|- | |- | ||
! .50 Penetrator Magazine<br>[[File:Ammo_50calp.png]] | ! .50 Penetrator Magazine<br>[[File:Ammo_50calp.png]] | ||
| | | 20 TC | ||
| Brute | | Brute | ||
| 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. | |||
* 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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| style="width: 30pt;" class="unsortable" | Bullet | | style="width: 30pt;" class="unsortable" | Bullet | ||
| style="width: 30pt;" class="unsortable" | Laser | | style="width: 30pt;" class="unsortable" | Laser | ||
| style="width: 30pt;" class="unsortable" | | | style="width: 30pt;" class="unsortable" | Stamina | ||
| style="width: 30pt;" class="unsortable" | Bomb | | style="width: 30pt;" class="unsortable" | Bomb | ||
| style="width: 30pt;" class="unsortable" | Rad | | style="width: 30pt;" class="unsortable" | Rad | ||
| style="width: 30pt;" class="unsortable" | Fire | |||
| class="unsortable" | Description | | class="unsortable" | Description | ||
|- | |- | ||
! | ! Syndicate Elite MODsuit <br> [[File:Mod Syndicate Elite.png]] | ||
| 40 TC | |||
| 40 | |||
| Full Body | | 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 | | 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. | ||
|} | |} | ||
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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 | ||
|- | |- | ||
! Composition X4 <br> [[File:X4.png]] | ! Composition X4 <br> [[File:X4.png]] | ||
| | | 10 TC | ||
| Making a big hole in the station. | | Making a big hole in the station. | ||
| This pack of explosives can detonate and blow out walls and airlocks alike. It has an adjustable timer, and unlike its counterpart C4, features no blow back meaning an operative can safely stand behind it. There is a significant blast radius outwards from the charge however. | | This pack of explosives can detonate and blow out walls and airlocks alike. It has an adjustable timer, and unlike its counterpart C4, features no blow back meaning an operative can safely stand behind it. There is a significant blast radius outwards from the charge however. | ||
|- | |- | ||
! Bag of C4 explosives<br>[[File:DuffleSyndiShotgun.png]] | ! Bag of C4 explosives<br>[[File:DuffleSyndiShotgun.png]] | ||
| | | 40 TC | ||
| Blowing open any bolted airlocks that stand in your way | | Blowing open any bolted airlocks that stand in your way | ||
| A bag containing 10 packs of C4 explosive. If the AI is bolting you out of every airlock you approach, these will quickly make their means of impeding you useless. | | A bag containing 10 packs of C4 explosive. If the AI is bolting you out of every airlock you approach, these will quickly make their means of impeding you useless. | ||
|- | |- | ||
! Bag of X4 explosives<br>[[File:DuffleSyndiShotgun.png]] | ! Bag of X4 explosives<br>[[File:DuffleSyndiShotgun.png]] | ||
| | | 20 TC | ||
| Making several big holes in the station. | | Making several big holes in the station. | ||
| A bag containing 3 packs of X4 explosive. Very useful for breaking into any rooms you're locked out of while injuring everyone inside. | | A bag containing 3 packs of X4 explosive. Very useful for breaking into any rooms you're locked out of while injuring everyone inside. | ||
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|- | |- | ||
! Honk-brand Infiltration Kit <br> [[File:FPClown.png|64px]] | ! Honk-brand Infiltration Kit <br> [[File:FPClown.png|64px]] | ||
| | | 30 TC | ||
| 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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|- | |- | ||
! Blood-Red Magboots <br> [[File:Syndi_Magboots.png]] | ! Blood-Red Magboots <br> [[File:Syndi_Magboots.png]] | ||
| | | 10 TC | ||
| Staying upright in zero-gravity environments. | | 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. | | 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 <br> [[File:gunMedbeam.png]] | ! Medbeam Gun <br> [[File:gunMedbeam.png]] | ||
| | | 75 TC | ||
| Providing medical aid to a target. | | 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. | | A beam gun which can heal both brute and burn damage on a target. This gun also has a chance to mend broken bones, internal bleeding and burn wounds 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 <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. | ||
|- | |- | ||
! Syndicate Detonator <br> [[File:SyndiDetonator.png]] | ! Syndicate Detonator <br> [[File:SyndiDetonator.png]] | ||
| | | 5 TC | ||
| Synchronizing syndicate bomb detonations. | | Synchronizing syndicate bomb detonations. | ||
| Activating this will set off all currently planted Syndicate Bombs in five seconds. | | Activating this will set off all currently planted Syndicate Bombs in five seconds. | ||
|- | |- | ||
! Diamond Tipped Thermal Safe Drill<br> [[File:Diamond_drill.png|64px]] | ! Diamond Tipped Thermal Safe Drill<br> [[File:Diamond_drill.png|64px]] | ||
| | | 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]] | ||
| | | 125 TC | ||
| Space Marine Roleplay and aggressive boarding of hostile ships. | | 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. | | 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 <br> [[File: | ! Teleporter Circuit Board <br> [[File:EngineeringCircuitboard.png]] | ||
| | | 100 TC | ||
| Warping onto the Nanotrasen ship. | | 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. | | 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 <br> [[File:Cyborg | ! VTEC Upgrade Module <br> [[File:Cyborg upgrade2.png|64px]] | ||
| | | 30 TC | ||
| Increase survivability of your cyborgs. | | 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. | | 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. | ||
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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]] | ||
| | | 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 | | 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. | ||
|} | |} | ||
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|- | |- | ||
! Bulldog Bundle <br> [[File:DuffleSyndiShotgun.png]] | ! Bulldog Bundle <br> [[File:DuffleSyndiShotgun.png]] | ||
| | | 45 TC | ||
| Ambushing people in darkness or around corners with close range buckshot shells. | | Ambushing people in darkness or around corners with close range buckshot shells. | ||
| A duffelbag that comes with the Bulldog shotgun, 2 buckshot magazines and a pair of chameleon thermal glasses, saving 3TC over buying the items separately. Keep in mind that you get a free bulldog shotgun on the shuttle, so consider whether you need the other items in this bundle before purchasing it. | | A duffelbag that comes with the Bulldog shotgun, 2 buckshot magazines and a pair of chameleon thermal glasses, saving 3TC over buying the items separately. Keep in mind that you get a free bulldog shotgun on the shuttle, so consider whether you need the other items in this bundle before purchasing it. | ||
|- | |- | ||
! C-20r Bundle <br> [[File:DuffleSyndiShotgun.png]] | ! C-20r Bundle <br> [[File:DuffleSyndiShotgun.png]] | ||
| | | 90 TC | ||
| Silenced suppression of multiple targets. | | Silenced suppression of multiple targets. | ||
| A duffelbag that comes with the C-20r SMG, 3 additional .45 magazines and a surplus suppressor, saving 3TC over buying the items separately. Excellent value if you plan to use the C-20r as your main weapon. | | A duffelbag that comes with the C-20r SMG, 3 additional .45 magazines and a surplus suppressor, saving 3TC over buying the items separately. Excellent value if you plan to use the C-20r as your main weapon. | ||
|- | |- | ||
! Medical Bundle <br> [[File:DuffleSyndiMed.png]] | ! Medical Bundle <br> [[File:DuffleSyndiMed.png]] | ||
| | | 80 TC | ||
| Keeping your teammates alive. | | Keeping your teammates alive. | ||
| A duffelbag that comes with the Medical beam gun and a pair of blood red magboots, saving 4TC over buying the items separately. Very useful if you want to play a dedicated support role in the team. | | A duffelbag that comes with the Medical beam gun and a pair of blood red magboots, saving 4TC over buying the items separately. Very useful if you want to play a dedicated support role in the team. | ||
|- | |- | ||
! Sniper Bundle <br> [[File:Briefcase.png]] | ! Sniper Bundle <br> [[File:Briefcase.png]] | ||
| | | 90 TC | ||
| Being a highly professional operative. | | Being a highly professional operative. | ||
| A briefcase that comes with the Syndicate sniper rifle, 2 Soporific magazines, a surplus suppressor and an armored black suit complete with red tie, saving 5TC over buying the items separately. Geared more towards stealth operatives, the Soporific rounds will let you silence anyone who spots you to prevent early detection while the suit can be used to blend in better with the crew. | | A briefcase that comes with the Syndicate sniper rifle, 2 Soporific magazines, a surplus suppressor and an armored black suit complete with red tie, saving 5TC over buying the items separately. Geared more towards stealth operatives, the Soporific rounds will let you silence anyone who spots you to prevent early detection while the suit can be used to blend in better with the crew. | ||
|- | |- | ||
! Cybernetic Implants Bundle <br> [[File:SyndicateImplantBox.png]] | ! Cybernetic Implants Bundle <br> [[File:SyndicateImplantBox.png]] | ||
| | | 200 TC | ||
| Provides a variety of implants for the whole team. | | Provides a variety of implants for the whole team. | ||
| The implant bundle gives you 5 random enhancement implants picked from the four types available to your team (thermal vision, x-ray vision, anti-stun, and reviver). Although the implants in the bundle are random, it is on average cheaper to purchase the bundle then to get 5 individual implants. | | The implant bundle gives you 5 random enhancement implants picked from the four types available to your team (thermal vision, x-ray vision, anti-stun, and reviver). Although the implants in the bundle are random, it is on average cheaper to purchase the bundle then to get 5 individual implants. |
Latest revision as of 11:23, 26 September 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.