|
|
Line 153: |
Line 153: |
| | foundin = Ordered via syndicate uplink, costs 50 telecrystals. | | | foundin = Ordered via syndicate uplink, costs 50 telecrystals. |
| | usedfor = Additional combat or medical support in the field. | | | usedfor = Additional combat or medical support in the field. |
| | 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 as well as an energy saw, which looks like a circular saw but when turned on functions much like an energy sword. Combat borgs are equipped with a single-shot L6, an e-sword, a 40mm grenade launcher, and a cryptographic sequencer. | | | 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 including an energy saw which doubles as an e-sword. 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. |
| }} | | }} |
Revision as of 06:15, 29 December 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
'Bulldog' Shotgun
|
|
Found in: Found on the Nuclear Operative shuttle. Used for: Putting holes to Nanotrasen personnel. 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 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.
|
C-20r Submachine Gun
C-20r Submachine Gun
|
|
Found in: Ordered via syndicate uplink, costs 14 telecrystals. Used for: Providing short bursts of sustained fire. 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, 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.
|
M-90gl Carbine
M-90gl Carbine
|
|
Found in: Ordered via syndicate uplink, costs 18 telecrystals. Used for: Crowd control and medium to long-ranged combat. 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 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.
|
L6 Squad Automatic Weapon
L6 Squad Automatic Weapon
|
|
Found in: Ordered via syndicate uplink, costs 40 telecrystals. Used for: 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.
|
Sniper Rifle
Sniper Rifle
|
|
Found in: Ordered via syndicate uplink, costs 16 telecrystals. Used for: Long-ranged fire support and taking out high-priority targets. Strategy: A weapon with a low fire-rate and a high per-damage hit, the sniper rifle is capable of instantly killing a target with a head shot. It's best used at a distance due to its tremendously low fire-rate and should be paired with an adrenal implant due to it requiring two hands to use.
|
Description
|
A high calibre sniper rifle that chambers .50cal rounds. Each magazine holds 6 rounds, with different effects depending on the ammunition type. The basic ammunition for the rifle does seventy brute damage per-shot.
|
Toy Submachine Gun
Donksoft SMG
|
|
Found in: Ordered via syndicate uplink, costs 5 telecrystals. Used for: Non-lethally disabling targets. 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, but apply 25 stamina damage per hit.
|
Toy Machine Gun
Donksoft LMG
|
|
Found in: Ordered via syndicate uplink, costs 10 telecrystals. Used for: Non-lethally disabling targets. 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, but apply 25 stamina damage per hit.
|
Atmos Gas Grenades
Atmos Gas Grenades
|
File:Grenadecluster.png
|
Found in: Ordered via syndicate uplink, costs 11 telecrystals. Used for: Chemical warfare. Strategy: Throw in the general direction of your opponents. The ensuing cloud of either N2O or plasma can disable or deter most targets.
|
Description
|
A box of two (2) cluster grenades filled with N2O and Plasma, an airborne anesthetic and highly volatile gas respectively. N2O gas will immediately incapacitate any target unfortunate enough to inhale it. Plasma on the other hand is toxic, and can be readily lit on fire in order to cause major devastation or to deny enemies access to an area.
|
Sarin Gas Grenades
Sarin Gas Grenades
|
|
Found in: Ordered via syndicate uplink, costs 15 telecrystals. Used for: Chemical warfare. 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. 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.
|
Viscerator Delivery Grenade
Viscerator Delivery Grenade
|
|
Found in: Ordered via syndicate uplink, costs 8 telecrystals. Used for: 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. 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 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.
|
Syndicate Cyborg
Syndicate Cyborg
|
|
Found in: Ordered via syndicate uplink, costs 50 telecrystals. Used for: Additional combat or medical support in the field. 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 including an energy saw which doubles as an e-sword. 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.
|
Gygax Exosuit
Gygax Exosuit
|
|
Found in: Ordered via syndicate uplink, costs 90 telecrystals. Used for: 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 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 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.
|
Mauler Exosuit
Mauler Exosuit
|
|
Found in: Ordered via syndicate uplink, costs 140 telecrystals. Used for: Carving a bloody swathe through Nanotrasen facilities. 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, 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.
|
Ammunition
Box of Bioterror Syringes
Box of Bioterror Syringes
|
|
Found in: Ordered via syndicate uplink, costs 6 telecrystals. Used for: 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.
|
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.
|
Drum Magazine - 12g Buckshot
Drum Magazine - 12g Buckshot
|
|
Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Ammo for the shotgun. 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. Each pellet in a shell deals 15 brute damage.
|
Drum Magazine - 12g Slugs
Drum Magazine - 12g Slugs
|
|
Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Ammo for the shotgun. 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. Each shell is capable of doing 60 brute damage.
|
Drum Magazine - 12g Stun Slug
Drum Magazine - 12g Stun Slug
|
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
|
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
Ammo Duffelbag - Shotgun Ammo Grab Bag
|
|
Found in: Ordered via syndicate uplink, costs 10 telecrystals. Used for: 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.
|
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.
|
Magazine - .45
Magazine - .45
|
|
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
|
|
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
|
|
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
|
|
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)
|
|
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.
|
.50 Magazine
.50 Magazine
|
File:Ammo 50.png
|
Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: Ammo for the Sniper Rifle. Strategy: Additional ammunition for the Sniper Rifle. It's advised to buy a few spare magazines.
|
Description
|
An additional 6 round magazine for the Nuclear Agent Items#Sniper Rifle. Each round deals 70 brute damage and is capable of instantly killing with a head shot.
|
.50 Soporific Magazine
.50 Soporific Magazine
|
File:Ammo 50.png
|
Found in: Ordered via syndicate uplink, costs 6 telecrystals. Used for: Ammo for the Sniper Rifle. Strategy: Additional ammunition for the Sniper Rifle. These rounds will instantaneously knock a target unconcious, and are ideal for temporarily and non-lethally disabling targets.
|
Description
|
An additional 6 round magazine for the Nuclear Agent Items#Sniper Rifle. Each round deals 0 brute damage, but knocks a target unconscious for 40 seconds.
|
.50 Hemorrhage Magazine
.50 Hemorrhage Magazine
|
File:Ammo 50.png
|
Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: Ammo for the Sniper Rifle. Strategy: Additional ammunition for the Sniper Rifle. These rounds seek to disable targets by reducing their blood-level and embedding shrapnel in their target.
|
Description
|
An additional 6 round magazine for the Nuclear Agent Items#Sniper Rifle. Each round deals 14.7 brute damage and reduces blood count level by 18%.
|
.50 Penetrator Magazine
.50 Penetrator Magazine
|
File:Ammo 50.png
|
Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: Ammo for the Sniper Rifle. Strategy: Additional ammunition for the Sniper Rifle. These rounds are capable of being fired through rounds, and are best paired with X-Rays or Thermal implants.
|
Description
|
An additional 6 round magazine for the Nuclear Agent Items#Sniper Rifle. Each round deals 60 brute damage and is capable of penetrating an unlimited number of targets and objects in its path up to a range of sixty tiles.
|
Devices and Tools
Blood-Red Hardsuit
Blood-Red Hardsuit
|
|
Found in: Found on the Nuclear Operative shuttle. Used for: Moderate protection and space travel. Strategy: The basic syndicate hardsuit. Provides decent protection against laser fire, and modest protection against ballistics. While it is space-proof, it is not fire proof.
|
Description
|
The feared suit of a syndicate nuclear agent. Nanotrasen personnel are trained to report Syndicate space suit sightings and this suit is the one largely associated with nuclear operatives.
|
Elite Syndicate Hardsuit
Elite Syndicate Hardsuit
|
|
Found in: Ordered via syndicate uplink, costs 8 telecrystals. Used for: Superb protection and space travel. 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 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 Syndicate space suit sightings; these suits in particular are known to drive employees into a panic.
|
Shielded Syndicate Hardsuit
Shielded Syndicate Hardsuit
|
|
Found in: Ordered via syndicate uplink, costs 30 telecrystals. Used for: Deflecting ballistics and laser fire. Strategy: A hardsuit ideal for operations where you're expecting to be shot at. A lot. While it doesn't provide fire-immunity, it's ability to outright block projectiles gives an edge against enemies utilizing ballistic weapons. It's best paired with the judicious use of tactical retreats, as it can only block three shots in short succession before needing to recharge. The shielded hardsuit can be paired with an energy shield or double energy-sword for greater efficacy.
|
Description
|
This hardsuit is identical to its cousin the Blood-Red Hardsuit, 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.
|
Blood-Red Magboots
Blood-Red Magboots
|
|
Found in: Found on the Nuclear Operative shuttle. Used for: Staying upright in zero-gravity environments. 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.
|
Composition X-4
Plastic Explosives
|
|
Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Blowing stuff up. Strategy: Plant it on the opposite side of the wall the Captain is hiding behind and laugh to yourself.
|
Description
|
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.
|
Medbeam Gun
Medbeam Gun
|
|
Found in: Ordered via syndicate uplink, costs 15 telecrystals. Used for: Being the team medic. Strategy: Aim at a teammate to connect a beam of energy to them which will heal them for as long as the beam remains unbroken.
|
Description
|
A beam gun which can heal both brute and burn damage on a target. This gun also has a chance to mend broken bones with each healing pulse. Caution is advised if the team has more than two Medbeam gun users, as crossing the beams will result in an explosion.
|
Energy Shield
Energy Shield
|
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 completely 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 deflect all energy projectiles without fail, as well as being about as useful as a riot shield in melee combat. Be careful about using this when declaring war, as most of the crew will be armed with combat shotguns at that point, making this somewhat useless.
|
Syndicate Combat Medic Kit
Syndicate Combat Medic Kit
|
|
Found in: Ordered via syndicate uplink, costs 9 telecrystals. Used for: Healing and reviving other operatives. Strategy: This pack will heal most external damage, but does not have anything which can combat internal injuries such as broken bones.
|
Description
|
The first aid kit comes with a compact defibrillator, patches for brute and burn damage, a night vision medical hud, a hypospray filled with combat stims, a lethal injection syringe, and what may be the most crucial part of a tactical medkit, a stethoscope.
|
Syndicate Detonator
Syndicate Detonator
|
|
Found in: Ordered via syndicate uplink, costs 3 telecrystals. Used for: Synchronizing syndicate bomb detonations. 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 Targeting Device
Assault Pod Targeting Device
|
|
Found in: Ordered via syndicate uplink, costs 30 telecrystals. Used for: Space Marine Roleplay and aggressive boarding of hostile 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.
|
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.
|
Teleporter Circuit Board
Teleporter Circuit Board
|
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. 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.
|
Implants
Thermal Vision Implant
Thermal Vision Implant
|
|
Found in: Ordered via syndicate uplink, costs 8 telecrystals. Used for: 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.
|
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.
|
X-ray Vision Implant
X-ray Vision Implant
|
|
Found in: Ordered via syndicate uplink, costs 10 telecrystals. Used for: Seeing living creatures and everything else around you through the walls. Strategy: The pinnacle of vision enhancing modifications. 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
|
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
CNS Rebooter Implant
|
|
Found in: Ordered via syndicate uplink, costs 12 telecrystals. Used for: Reducing down time when in combat. Strategy: Handy to have when expecting heavy resistance. 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
|
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.
|
Reviver Implant
Reviver Implant
|
|
Found in: Ordered via syndicate uplink, costs 8 telecrystals. Used for: Emergency healing when unconcious. Strategy: Good for giving yourself a second chance should a battle not go in your favor. 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
|
The reviver implant will attempt to heal damage on the user should they fall unconscious. It is important to note that 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 by it. Be careful around EMPs, as they will cause a heartattack with this implant. And to think, everyone laughed at the person trying to use the ion rifle on the Nuclear Operatives.
|
Cybernetic Implants Bundle
Cybernetic Implants Bundle
|
|
Found in: Ordered via syndicate uplink, costs 40 telecrystals. Used for: Providing a variety of implants for the whole team. Strategy: This is an effective purchase to make before buying any specific implants you or your teammates might want.
|
Description
|
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.
|
Microbomb Implant
Microbomb Implant
|
|
Found in: Ordered via syndicate uplink, costs 2 telecrystals. Operatives also spawn with this type of implant already in them. Used for: Blowing yourself up for the glory of the Syndicate. Strategy: Inject yourself with the pre-loaded syringe to obtain the implant and activate the power should you want to explode.
|
Description
|
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
Macrobomb Implant
|
|
Found in: Ordered via syndicate uplink, costs 20 telecrystals. Used for: Blowing yourself up, the enemy up, and anything else remotely near you up for the glory of the Syndicate. Strategy: Inject yourself with the pre-loaded syringe to obtain the implant and activate the given power should you want to explode. Useful for maximizing collateral damage.
|
Description
|
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 resulting explosion is significantly larger than the microbomb implant and should not be used anywhere near your fellow operatives. There is a short delay when detonating the implant manually, so if you're going to suicide charge/bomb the Captain, make sure he can't tase you and skidaddle.
|