Difference between revisions of "Nuclear Agent Items"
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Syndicate operatives get access to the following items during the [[Nuclear Agent|Nuclear Emergency]]. | |||
Nuclear Operatives also get access to [[Traitor Items]] with the exception of the following equipment: | |||
*Energy Crossbow | *Energy Crossbow | ||
* | *Holoparasite | ||
*Martial Arts Scroll | *Martial Arts Scroll | ||
*Military Belt | *Military Belt | ||
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*Syndicate Playing Cards | *Syndicate Playing Cards | ||
*Syndicate Surplus Crate | *Syndicate Surplus Crate | ||
== Highly Visible and Dangerous Weapons == | == Highly Visible and Dangerous Weapons == | ||
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| foundin = Ordered via syndicate uplink, costs 11 telecrystals. | | foundin = Ordered via syndicate uplink, costs 11 telecrystals. | ||
| usedfor = Being the twisted firestarter. | | usedfor = Being the twisted firestarter. | ||
| strategy = | | strategy = Better utilized for crowd control in tight quarters, the flamethrower serves as an area-of-denial weapon or to deal with large clusters of hostile targets. | ||
| description = A flamethrower | | description = 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' | === 'Bulldog' Shotgun === | ||
{{Item | {{Item | ||
| bgcolor1 = #ffd0d0 | | bgcolor1 = #ffd0d0 | ||
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| name = 'Bulldog' Shotgun | | name = 'Bulldog' Shotgun | ||
| image = GunBulldog.png | | image = GunBulldog.png | ||
| foundin = Found | | foundin = Found on the Nuclear Operative shuttle. | ||
| usedfor = Putting | | usedfor = Putting holes to Nanotrasen personnel. | ||
| strategy = This compact shotgun is specialized for combat in narrow corridors. | | strategy = This compact shotgun is specialized for combat in narrow corridors. It can be loaded with slugs, buckshot, dragon's breath, or taser shot. An all-around general purpose weapon. | ||
| description = A | | description = 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. | ||
}} | }} | ||
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| image = GunC-20r.png | | image = GunC-20r.png | ||
| foundin = Ordered via syndicate uplink, costs 14 telecrystals. | | foundin = Ordered via syndicate uplink, costs 14 telecrystals. | ||
| usedfor = | | usedfor = Providing short bursts of sustained fire. | ||
| strategy = | | strategy = A submachine gun ideal for short to medium range, capable of firing in three round bursts or semi-automatic it provides greater stopping power than the Stetchkin Pistol or Bulldog Shotgun. | ||
| description = A fully-loaded Scarborough Arms bullpup submachine gun that fires .45 rounds | | description = A fully-loaded Scarborough Arms bullpup submachine gun that fires .45 rounds, boasts a 20-round magazine, and is compatible with suppressors. One round from this gun deals 20 brute damage as well as 65 stamina damage. | ||
}} | }} | ||
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| image = GunM-90gl.png | | image = GunM-90gl.png | ||
| foundin = Ordered via syndicate uplink, costs 18 telecrystals. | | foundin = Ordered via syndicate uplink, costs 18 telecrystals. | ||
| usedfor = | | usedfor = Crowd control and medium to long-ranged combat. | ||
| strategy = | | strategy = A step up from the C-20r Submachine Gun, this M-90gl Carbine has greater stopping power and a larger magazine capacity. An ideal weapon for medium to long range, the M-90gl is capable of effectively stopping targets in as little as two bursts. The underslung 40mm grenade launcher is ideal for dealing with crowds, or enemies behind cover. It is inferior to the C-20r Submachine Gun is close-quarters due to its inability to deal stamina damage. | ||
| description = A | | description = A three-round burst 5.56 toploading carbine, designated 'M-90gl' with an attached underbarrel grenade launcher which can be toggled on and off. Unlike the C-20r SMG, it does not deal stamina damage but boasts an effective 35 brute damage per shot. | ||
}} | }} | ||
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| image = GunL6.png | | image = GunL6.png | ||
| foundin = Ordered via syndicate uplink, costs 40 telecrystals. | | foundin = Ordered via syndicate uplink, costs 40 telecrystals. | ||
| usedfor = | | usedfor = Suppressive fire and crowd control. | ||
| strategy = The L6 is | | strategy = The L6 SAW is a fully automatic machine-gun that fires in three-round bursts and is capable of killing targets in as little as one burst. Due to its size it requires two-hands to effectively wield, and is an ideal weapon in at any range due to its tremendous stopping power. Due to requiring a free hand, it is often best to pair this weapon with an adrenal implant. | ||
| description = A fully-loaded Aussec Armoury belt-fed machine gun. This deadly weapon has a massive 50-round magazine of devastating 5.56x45mm ammunition. The L6 deals | | description = A fully-loaded Aussec Armoury belt-fed machine gun. This deadly weapon has a massive 50-round magazine of devastating 5.56x45mm ammunition. The L6 deals 60 brute damage per shot, meaning a single burst is often enough to dispatch even armoured targets. It requires two hands to appropriately wield, and holding something in your other hand will cause you to drop the weapon due to recoil. | ||
=== Sarin Gas Grenades === | === Sarin Gas Grenades === | ||
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| foundin = Ordered via syndicate uplink, costs 15 telecrystals. | | foundin = Ordered via syndicate uplink, costs 15 telecrystals. | ||
| usedfor = Chemical warfare. | | usedfor = Chemical warfare. | ||
| strategy = Throw in the general direction of your opponents. The | | strategy = Throw in the general direction of your opponents. The ensuing gas cloud should be enough to deter any unprotected attackers and can outright kill the ones dumb enough to charge through it. | ||
| description = A box of four (4) grenades filled with Sarin, a deadly neurotoxin | | description = A box of four (4) grenades filled with Sarin, a deadly neurotoxin. Sarin gas has several effects, including twitching, weakness, brain damage, toxin damage, suffocation damage, and burns. If left untreated, sarin gas can be lethal. It is recommended to wear internals when handling sarin grenades. | ||
}} | }} | ||
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| image = Viscerator.gif | | image = Viscerator.gif | ||
| foundin = Ordered via syndicate uplink, costs 8 telecrystals. | | foundin = Ordered via syndicate uplink, costs 8 telecrystals. | ||
| usedfor = | | usedfor = Crowd control. | ||
| strategy = Deploy this near a populated area and force the crew to deal with the viscerators while you continue on with your plan. | | strategy = Deploy this near a populated area and force the crew to deal with the viscerators while you continue on with your plan. While viscerators are not strong on their own, unwitting Nanotrasen personnel can be caught off guard in close-quarters and effectively dispatched. | ||
| description = A unique grenade that deploys a swarm of viscerators upon activation | | description = 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. While viscerators have only fifteen health and are easily dispatched, multiple viscerators can occupy a single location which can make them deadly in close-quarters scenarios. | ||
}} | }} | ||
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| image = Syndiborg.png | | image = Syndiborg.png | ||
| foundin = Ordered via syndicate uplink, costs 50 telecrystals. | | foundin = Ordered via syndicate uplink, costs 50 telecrystals. | ||
| usedfor = | | usedfor = Additional combat or medical support in the field. | ||
| strategy = | | strategy = Often used to supplement a team of operatives, Cyborgs can come in either a medical or combat format. Medical borgs are equipped with a hypospray capable of healing all damage types, nanopaste to fix other cyborgs, and a full suite of surgical tools. Combat borgs are equipped with a single-shot L6, an e-sword, a 40mm grenade launcher, and a cryptographic sequencer. | ||
| description = A cyborg designed and programmed for systematic extermination of non-Syndicate personnel. The medical module comes equiped with all necessary tools to heal most any wound and perform any surgery. The combat borg module has more than enough fire power to eliminate most enemies, including a grenade launcher, a heavy machine gun, and an energy sword. | | description = A cyborg designed and programmed for systematic extermination of non-Syndicate personnel. The medical module comes equiped with all necessary tools to heal most any wound and perform any surgery. The combat borg module has more than enough fire power to eliminate most enemies, including a grenade launcher, a heavy machine gun, and an energy sword. | ||
}} | }} | ||
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| image = DarkGygax.png | | image = DarkGygax.png | ||
| foundin = Ordered via syndicate uplink, costs 90 telecrystals. | | foundin = Ordered via syndicate uplink, costs 90 telecrystals. | ||
| usedfor = | | usedfor = Supporting other operatives and providing crowd control. | ||
| strategy = The gygax is pretty expensive, but can do serious damage in the right hands. If the squad chooses to purchase this, then the pilot is expected to do | | strategy = The gygax is pretty expensive, but can do serious damage in the right hands. If the squad chooses to purchase this, then the pilot is expected to do a lot of the heavy lifting on the mission. | ||
| description = A lightweight exosuit, painted in a dark scheme. Its speed and equipment selection make it excellent for hit-and-run style attacks | | description = A lightweight exosuit, painted in a dark scheme. Its speed and equipment selection make it excellent for hit-and-run style attacks though it lacks a method of space propulsion. The attached long range flamethrower and flash bang launcher make an excellent combination for dealing with crew members who are not properly protected. The Gygax also features moderate defenses against most projectile types. | ||
}} | }} | ||
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| image = Mauler.png | | image = Mauler.png | ||
| foundin = Ordered via syndicate uplink, costs 140 telecrystals. | | foundin = Ordered via syndicate uplink, costs 140 telecrystals. | ||
| usedfor = | | usedfor = Carving a bloody swathe through Nanotrasen facilities. | ||
| strategy = | | strategy = A heavy-hitting exosuit, the mauler is best used on the front-lines. It's LMG provides firepower at medium to long ranges, while it's scattershot launcher provides excellent firepower at short to medium ranges. It's attached missile rack provides options for large crowds or targets behind cover. | ||
| description = A massive and incredibly deadly Syndicate exosuit. Features long-range targeting, thrust vectoring, and deployable smoke | | description = A massive and incredibly deadly Syndicate exosuit. Features long-range targeting, thrust vectoring, and deployable smoke, LMG, Scattershot Launcher, Missle 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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| image = FoamSubmachineGun.png | | image = FoamSubmachineGun.png | ||
| foundin = Ordered via syndicate uplink, costs 5 telecrystals. | | foundin = Ordered via syndicate uplink, costs 5 telecrystals. | ||
| usedfor = | | usedfor = Non-lethally disabling targets. | ||
| strategy = | | strategy = Designed for non-lethal operations, the Donksoft SMG is a cheap 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. | ||
| description = A modified C-20r sub machine gun with a 20 dart magazine. The darts do no lasting damage, | | description = A modified C-20r sub machine gun with a 20 dart magazine. The darts do no lasting damage, but apply 25 stamina damage per hit. | ||
}} | }} | ||
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| image = FoamMachineGun.png | | image = FoamMachineGun.png | ||
| foundin = Ordered via syndicate uplink, costs 10 telecrystals. | | foundin = Ordered via syndicate uplink, costs 10 telecrystals. | ||
| usedfor = | | usedfor = Non-lethally disabling targets. | ||
| strategy = | | strategy = 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. | ||
| description = A modified L6 machine gun fitted to fire from a magazine containing 50 riot-grade foam darts. The darts do no lasting damage, | | description = A modified L6 machine gun fitted to fire from a magazine containing 50 riot-grade foam darts. The darts do no lasting damage, but apply 25 stamina damage per hit. | ||
}} | }} | ||
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| image = Syringes.png | | image = Syringes.png | ||
| foundin = Ordered via syndicate uplink, costs 6 telecrystals. | | foundin = Ordered via syndicate uplink, costs 6 telecrystals. | ||
| usedfor = | | usedfor = Bioterrorism. | ||
| strategy = Inject this into a person you need to take in alive or to give you time to steal their identity if you are taking a stealthy approach. | | strategy = Inject this into a person you need to take in alive or to give you time to steal their identity if you are taking a stealthy approach. | ||
| description = A box full of preloaded syringes, containing various chemicals that seize up the victim's motor and broca system , making it impossible for them to move or speak while in their system. One syringe causes brain damage, paralysis, confusion, drowsiness, and removes their ability to speak for a brief duration. | | description = A box full of preloaded syringes, containing various chemicals that seize up the victim's motor and broca system, making it impossible for them to move or speak while in their system. One syringe causes brain damage, paralysis, confusion, drowsiness, and removes their ability to speak for a brief duration. | ||
}} | }} | ||
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| foundin = Ordered via syndicate uplink, costs 2 telecrystals. | | foundin = Ordered via syndicate uplink, costs 2 telecrystals. | ||
| usedfor = Ammo for the shotgun. | | usedfor = Ammo for the shotgun. | ||
| strategy = These rounds are | | strategy = These rounds are intended for dealing with targets at close quarters. Make sure your firing line is clear, as it's relatively easy to hit friendlies due to the wide spread. | ||
| description = An additional 8-round buckshot magazine for use in the Bulldog shotgun | | description = An additional 8-round buckshot magazine for use in the Bulldog shotgun. Each pellet in a shell deals 15 brute damage. | ||
}} | }} | ||
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| foundin = Ordered via syndicate uplink, costs 2 telecrystals. | | foundin = Ordered via syndicate uplink, costs 2 telecrystals. | ||
| usedfor = Ammo for the shotgun. | | usedfor = Ammo for the shotgun. | ||
| strategy = | | strategy = High damage slugs capable of quickly taking down even the most armoured of targets. | ||
| description = An additional 8-round slug magazine for use in the Bulldog shotgun | | description = An additional 8-round slug magazine for use in the Bulldog shotgun. Each shell is capable of doing 60 brute damage. | ||
}} | }} | ||
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| foundin = Ordered via syndicate uplink, costs 3 telecrystals. | | foundin = Ordered via syndicate uplink, costs 3 telecrystals. | ||
| usedfor = Ammo for the shotgun. | | usedfor = Ammo for the shotgun. | ||
| strategy = | | strategy = Capable of subduing your target, this weapon is best used in combination with another. Incapacitate your target, and then finish them off with something else. | ||
| description = An alternative 8-round stun slug magazine for use in the Bulldog shotgun | | description = An alternative 8-round stun slug magazine for use in the Bulldog shotgun. Each shell deals 5 brute damage and will stun the person for a moderate amount of time. | ||
}} | }} | ||
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| foundin = Ordered via syndicate uplink, costs 2 telecrystals. | | foundin = Ordered via syndicate uplink, costs 2 telecrystals. | ||
| usedfor = Ammo for the shotgun. | | usedfor = Ammo for the shotgun. | ||
| strategy = | | strategy = Useful for crowd control, these shells ignite immediately ignite your target upon contact. | ||
| description = An alternative 8-round dragon's breath magazine for use in the Bulldog shotgun. Each shell contains 4 pellet which deal 5 brute damage and sets the target on fire. Additionally the pellets leave a heat trail, raising the temperature of areas they passed by. | | description = An alternative 8-round dragon's breath magazine for use in the Bulldog shotgun. Each shell contains 4 pellet which deal 5 brute damage and sets the target on fire. Additionally the pellets leave a heat trail, raising the temperature of areas they passed by. | ||
}} | }} | ||
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| usedfor = Ammo for the shotgun. | | usedfor = Ammo for the shotgun. | ||
| strategy = The bag contains the equivalent of 9 free telecrystals worth of shotgun shells. If the team is having trouble arming everyone, this bag should be more than enough to keep an operative's shotgun firing through an entire mission. | | strategy = The bag contains the equivalent of 9 free telecrystals worth of shotgun shells. If the team is having trouble arming everyone, this bag should be more than enough to keep an operative's shotgun firing through an entire mission. | ||
| description = A bag containing an assortment of | | description = A bag containing an assortment of ammo drums for the Bulldog Shotgun. Features one Dragon's Breath drum, one Stunshot drum, one Buckshot drum, and six Slug drums. | ||
}} | }} | ||
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| image = Ammo_45.png | | image = Ammo_45.png | ||
| foundin = Ordered via syndicate uplink, costs 2 telecrystals. | | foundin = Ordered via syndicate uplink, costs 2 telecrystals. | ||
| usedfor = Ammo for the C-20r | | usedfor = Ammo for the C-20r Submachine Gun. | ||
| strategy = | | strategy = Additional ammunition for the C-20r Submachine Gun. It's advised to buy a few spare magazines. | ||
| description = An additional 20 round magazine for the [[Nuclear Agent Items#C-20r_Submachine_Gun|C-20r]]. Each round deals 20 brute damage and 65 stamina damage. | | description = An additional 20 round magazine for the [[Nuclear Agent Items#C-20r_Submachine_Gun|C-20r]]. Each round deals 20 brute damage and 65 stamina damage. | ||
}} | }} | ||
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| foundin = Ordered via syndicate uplink, costs 2 telecrystals. | | foundin = Ordered via syndicate uplink, costs 2 telecrystals. | ||
| usedfor = Ammo for the M-90gl carbine. | | usedfor = Ammo for the M-90gl carbine. | ||
| strategy = | | strategy = Additional ammunition for the M-90gl Carbine. It's advised to buy a few spare magazines. | ||
| description = An additional 30 round magazine for the [[Nuclear Agent Items#M-90gl_Carbine|M-90gl]]. Each round deals 35 brute damage. | | description = An additional 30 round magazine for the [[Nuclear Agent Items#M-90gl_Carbine|M-90gl]]. Each round deals 35 brute damage. | ||
}} | }} | ||
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| foundin = Ordered via syndicate uplink, costs 4 telecrystals. | | foundin = Ordered via syndicate uplink, costs 4 telecrystals. | ||
| usedfor = Ammo for the M-90gl carbine grenade launcher attachment. | | usedfor = Ammo for the M-90gl carbine grenade launcher attachment. | ||
| strategy = | | strategy = Additional ammunition for the M-90gl Carbine's under barrel grande launcher. | ||
| description = An additional 4 grenade launcher rounds for the [[Nuclear Agent Items#M-90gl_Carbine|M-90gl]]. Each shell does 60 brute damage on hit, followed by an explosion which can easily dismember a person even if shell does not hit them directly. | | description = An additional 4 grenade launcher rounds for the [[Nuclear Agent Items#M-90gl_Carbine|M-90gl]]. Each shell does 60 brute damage on hit, followed by an explosion which can easily dismember a person even if the shell does not hit them directly. | ||
}} | }} | ||
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| foundin = Ordered via syndicate uplink, costs 12 telecrystals. | | foundin = Ordered via syndicate uplink, costs 12 telecrystals. | ||
| usedfor = Ammo for the L6 LMG. | | usedfor = Ammo for the L6 LMG. | ||
| strategy = | | strategy = Additional ammunition for the L6 SAW. One spare magazine is usually enough for even prolonged missions. | ||
| description = An additional 50 round magazine for the [[Nuclear Agent Items#L6_Squad_Automatic_Weapon|L6]]. Each round deals 60 brute damage. | | description = An additional 50 round magazine for the [[Nuclear Agent Items#L6_Squad_Automatic_Weapon|L6]]. Each round deals 60 brute damage. | ||
}} | }} | ||
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| foundin = Ordered via syndicate uplink, costs 2 telecrystals. | | foundin = Ordered via syndicate uplink, costs 2 telecrystals. | ||
| usedfor = Ammo for the toy guns. | | usedfor = Ammo for the toy guns. | ||
| strategy = | | strategy = Additional ammunition for the Toy Sumbachine Gun and Toy LMG. | ||
| description = This ammo box contains 40 additional riot foam darts which can be used to load the [[Nuclear Agent Items#Toy_Submachine_Gun|toy submachine gun]] or the [[Nuclear Agent Items#Toy_Machine_Gun|toy machine gun]]. The darts do no lasting damage but do cause 25 stamina damage each. | | description = This ammo box contains 40 additional riot foam darts which can be used to load the [[Nuclear Agent Items#Toy_Submachine_Gun|toy submachine gun]] or the [[Nuclear Agent Items#Toy_Machine_Gun|toy machine gun]]. The darts do no lasting damage but do cause 25 stamina damage each. | ||
}} | }} | ||
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| foundin = Ordered via syndicate uplink, costs 8 telecrystals. | | foundin = Ordered via syndicate uplink, costs 8 telecrystals. | ||
| usedfor = Superb protection and space travel. | | usedfor = Superb protection and space travel. | ||
| strategy = | | strategy = A hardsuit ideal for syndicate operations. It provides greater protection, along with fire immunity. It's fire immunity makes it ideal for use with the Flamethrower, Atmos Grenades, and Dragon's Breath shotgun rounds. | ||
| description = The elite Syndicate hardsuit is worn by | | description = The elite Syndicate hardsuit is worn by elite Syndicate operatives. Features greater armouring to its traditional counterpart along with extensive fireproofing. The combat mode enables greater mobility at the cost of sacrificing space-proofing. Nanotrasen crewmembers are trained to report red space suit sightings; these suits in particular are known to drive employees into a panic. | ||
}} | }} | ||
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| foundin = Ordered via syndicate uplink, costs 3 telecrystals. | | foundin = Ordered via syndicate uplink, costs 3 telecrystals. | ||
| usedfor = Staying upright in zero-gravity environments. | | usedfor = Staying upright in zero-gravity environments. | ||
| strategy = | | strategy = Necessary when operating in the voids of space or the ruptured interior of a Nanotrasen facility. | ||
| description = 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. | | description = 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. | ||
}} | }} | ||
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| name = Energy Shield | | name = Energy Shield | ||
| image = Eshield.gif | | image = Eshield.gif | ||
| foundin = Ordered via syndicate uplink, costs 16 telecrystals | | foundin = Ordered via syndicate uplink, costs 16 telecrystals. | ||
| usedfor = Blocking and defending | | usedfor = Blocking and defending energy-based projectiles. | ||
| strategy = | | strategy = Capable of deflecting energy projectiles, the Energy Shield is ideally paired with a weapon. It is largely useless against ballistic weaponry, meaning you should prioritize targets with ballistics while using it. | ||
| description = A personal shield projector that can be toggled on and off. | | description = A personal shield projector that can be toggled on and off. While on it will prevent you from being disarmed, deflect energy projectiles, and have a small chance to stop ballistics and melee weapons. | ||
}} | }} | ||
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| foundin = Ordered via syndicate uplink, costs 3 telecrystals. | | foundin = Ordered via syndicate uplink, costs 3 telecrystals. | ||
| usedfor = Synchronizing syndicate bomb detonations. | | usedfor = Synchronizing syndicate bomb detonations. | ||
| strategy = Activating this will set off all currently planted Syndicate Bombs | | strategy = Best paired with multiple syndicate bombs, the detonator can create synchronized and immediate explosions. | ||
| description = Activating this will set off all currently planted Syndicate Bombs in five seconds. | |||
}} | }} | ||
=== Assault Pod | === Assault Pod Targeting Device === | ||
{{Item | {{Item | ||
| bgcolor1 = #ffd0d0 | | bgcolor1 = #ffd0d0 | ||
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| usedfor = Highly aggressive boarding of ships. | | usedfor = Highly aggressive boarding of ships. | ||
| strategy = Select from a list of locations near or on the ship you intent to attack. Once selected, the controls within the pod will allow it to be launched. | | strategy = Select from a list of locations near or on the ship you intent to attack. Once selected, the controls within the pod will allow it to be launched. | ||
| description = 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 | | description = 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 meaning your team must find another way back off station. | ||
}} | }} | ||
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| foundin = Ordered via syndicate uplink, costs 40 telecrystals. | | foundin = Ordered via syndicate uplink, costs 40 telecrystals. | ||
| usedfor = Warping onto the Nanotrasen ship. | | usedfor = Warping onto the Nanotrasen ship. | ||
| strategy = Once the teleporter is fully operational and calibrated, the team can teleport directly onto the target ship. This can save valuable time that would be sent breaking into the ship with explosives or other methods. | | strategy = Once the teleporter is fully operational and calibrated, the team can teleport directly onto the target ship. This can save valuable time that would be sent breaking into the ship with explosives or other methods. The Syndicate teleport does not require calibration once a target is locked. | ||
| description = A printed circuit board that completes the teleporter on-board the mothership | | description = A printed circuit board that completes the teleporter on-board the mothership. | ||
}} | }} | ||
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| usedfor = Seeing enemies and other living creatures through walls. | | usedfor = Seeing enemies and other living creatures through walls. | ||
| strategy = A cheaper alternative to X-ray implants when low on funds. Both the implanter and implant are contained within a box. Place the implant into the implanter and then activate the implanter while it is in your hand to inject yourself. | | strategy = A cheaper alternative to X-ray implants when low on funds. Both the implanter and implant are contained within a box. Place the implant into the implanter and then activate the implanter while it is in your hand to inject yourself. | ||
| description = 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 effective option. | | description = 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. | ||
}} | }} | ||
Revision as of 23:45, 4 September 2017
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:
- Energy Crossbow
- Holoparasite
- Martial Arts Scroll
- Military Belt
- No-slip Syndicate Shoes
- Sleepy Pen
- Syndicate Bundle
- Syndicate Playing Cards
- Syndicate Surplus Crate
Highly Visible and Dangerous Weapons
Flamethrower
Flamethrower | |
---|---|
File:Flamethrower.png | Found in: Ordered via syndicate uplink, costs 11 telecrystals. Used for: Being the twisted firestarter. Strategy: Better utilized for crowd control in tight quarters, the flamethrower serves as an area-of-denial weapon or to deal with large clusters of hostile targets. |
Description | |
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
C-20r Submachine Gun
M-90gl Carbine
L6 Squad Automatic Weapon
{{Item | bgcolor1 = #ffd0d0 | bgcolor2 = #ff8888 | name = L6 Squad Automatic Weapon | image = GunL6.png | foundin = Ordered via syndicate uplink, costs 40 telecrystals. | usedfor = Suppressive fire and crowd control. | strategy = The L6 SAW is a fully automatic machine-gun that fires in three-round bursts and is capable of killing targets in as little as one burst. Due to its size it requires two-hands to effectively wield, and is an ideal weapon in at any range due to its tremendous stopping power. Due to requiring a free hand, it is often best to pair this weapon with an adrenal implant. | description = A fully-loaded Aussec Armoury belt-fed machine gun. This deadly weapon has a massive 50-round magazine of devastating 5.56x45mm ammunition. The L6 deals 60 brute damage per shot, meaning a single burst is often enough to dispatch even armoured targets. It requires two hands to appropriately wield, and holding something in your other hand will cause you to drop the weapon due to recoil.
Sarin Gas Grenades
Viscerator Delivery Grenade
Syndicate Cyborg
Gygax Exosuit
Mauler Exosuit
Toy Submachine Gun
Toy Machine Gun
Ammunition
Box of Bioterror Syringes
Drum Magazine - 12g Buckshot
Drum Magazine - 12g Slugs
Drum Magazine - 12g Stun Slug
Drum Magazine - 12g Stun Slug | |
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File:Stun Shell.png | Found in: Ordered via syndicate uplink, costs 3 telecrystals. Used for: Ammo for the shotgun. Strategy: Capable of subduing your target, this weapon is best used in combination with another. Incapacitate your target, and then finish them off with something else. |
Description | |
An alternative 8-round stun slug magazine for use in the Bulldog shotgun. Each shell deals 5 brute damage and will stun the person for a moderate amount of time. |
Drum Magazine - 12g Dragon's Breath
Drum Magazine - 12g Dragon's Breath | |
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File:Dragonsbreath Shell.png | Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Ammo for the shotgun. Strategy: Useful for crowd control, these shells ignite immediately ignite your target upon contact. |
Description | |
An alternative 8-round dragon's breath magazine for use in the Bulldog shotgun. Each shell contains 4 pellet which deal 5 brute damage and sets the target on fire. Additionally the pellets leave a heat trail, raising the temperature of areas they passed by. |
Ammo Duffelbag - Shotgun Ammo Grab Bag
Magazine - .45
Magazine - .45 | |
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Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Ammo for the C-20r Submachine Gun. Strategy: Additional ammunition for the C-20r Submachine Gun. It's advised to buy a few spare magazines. | |
Description | |
An additional 20 round magazine for the C-20r. Each round deals 20 brute damage and 65 stamina damage. |
Toploader Magazine - 5.56
Toploader Magazine - 5.56 | |
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Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Ammo for the M-90gl carbine. Strategy: Additional ammunition for the M-90gl Carbine. It's advised to buy a few spare magazines. | |
Description | |
An additional 30 round magazine for the M-90gl. Each round deals 35 brute damage. |
Ammo Box - 40mm grenades
Ammo Box - 40mm grenades | |
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Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: Ammo for the M-90gl carbine grenade launcher attachment. Strategy: Additional ammunition for the M-90gl Carbine's under barrel grande launcher. | |
Description | |
An additional 4 grenade launcher rounds for the M-90gl. Each shell does 60 brute damage on hit, followed by an explosion which can easily dismember a person even if the shell does not hit them directly. |
Box Magazine - 5.56x45mm
Box Magazine - 5.56x45mm | |
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Found in: Ordered via syndicate uplink, costs 12 telecrystals. Used for: Ammo for the L6 LMG. Strategy: Additional ammunition for the L6 SAW. One spare magazine is usually enough for even prolonged missions. | |
Description | |
An additional 50 round magazine for the L6. Each round deals 60 brute damage. |
Box of Riot Darts
ammo box (Foam Darts) | |
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Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Ammo for the toy guns. Strategy: Additional ammunition for the Toy Sumbachine Gun and Toy LMG. | |
Description | |
This ammo box contains 40 additional riot foam darts which can be used to load the toy submachine gun or the toy machine gun. The darts do no lasting damage but do cause 25 stamina damage each. |
Devices and Tools
Elite Syndicate Hardsuit
Blood-Red Magboots
Medbeam Gun
Energy Shield
Energy Shield | |
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File:Eshield.gif | Found in: Ordered via syndicate uplink, costs 16 telecrystals. Used for: Blocking and defending energy-based projectiles. Strategy: Capable of deflecting energy projectiles, the Energy Shield is ideally paired with a weapon. It is largely useless against ballistic weaponry, meaning you should prioritize targets with ballistics while using it. |
Description | |
A personal shield projector that can be toggled on and off. While on it will prevent you from being disarmed, deflect energy projectiles, and have a small chance to stop ballistics and melee weapons. |
Syndicate Combat Medic Kit
Syndicate Detonator
Assault Pod Targeting Device
Teleporter Circuit Board
Teleporter Circuit Board | |
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File:CircuitboardTele.png | Found in: Ordered via syndicate uplink, costs 40 telecrystals. Used for: Warping onto the Nanotrasen ship. Strategy: Once the teleporter is fully operational and calibrated, the team can teleport directly onto the target ship. This can save valuable time that would be sent breaking into the ship with explosives or other methods. The Syndicate teleport does not require calibration once a target is locked. |
Description | |
A printed circuit board that completes the teleporter on-board the mothership. |