Difference between revisions of "Nuclear Agent Items"
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| usedfor = Ammo for the Sniper Rifle. | | usedfor = Ammo for the Sniper Rifle. | ||
| strategy = Additional ammunition for the Sniper Rifle. It's advised to buy a few spare magazines. | | 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. | | description = An additional 6 round magazine for the [[Nuclear Agent Items#Sniper Rifle|Sniper Rifle]]. Each round deals 70 brute damage and is capable of instantly killing with a head shot. | ||
}} | }} | ||
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| usedfor = Ammo for the Sniper Rifle. | | usedfor = 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. | | 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. | | description = An additional 6 round magazine for the [[Nuclear Agent Items#Sniper Rifle|Sniper Rifle]]. Each round deals 0 brute damage, but knocks a target unconscious for 40 seconds. | ||
}} | }} | ||
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| usedfor = Ammo for the Sniper Rifle. | | usedfor = 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. | | 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%. | | description = An additional 6 round magazine for the [[Nuclear Agent Items#Sniper Rifle|Sniper Rifle]]. Each round deals 14.7 brute damage and reduces blood count level by 18%. | ||
}} | }} | ||
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| usedfor = Ammo for the Sniper Rifle. | | usedfor = 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. | | 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. | | description = An additional 6 round magazine for the [[Nuclear Agent Items#Sniper Rifle|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. | ||
}} | }} | ||
Revision as of 01:35, 24 March 2018
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 | |
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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
Sniper Rifle
Toy Submachine Gun
Toy Machine Gun
Atmos Gas Grenades
Sarin Gas Grenades
Viscerator Delivery Grenade
Syndicate Cyborg
Gygax Exosuit
Mauler Exosuit
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. |
.50 Magazine
.50 Magazine | |
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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 Sniper Rifle. Each round deals 70 brute damage and is capable of instantly killing with a head shot. |
.50 Soporific Magazine
.50 Soporific Magazine | |
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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 Sniper Rifle. Each round deals 0 brute damage, but knocks a target unconscious for 40 seconds. |
.50 Hemorrhage Magazine
.50 Hemorrhage Magazine | |
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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 Sniper Rifle. Each round deals 14.7 brute damage and reduces blood count level by 18%. |
.50 Penetrator Magazine
.50 Penetrator Magazine | |
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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 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
Elite Syndicate Hardsuit
Shielded Syndicate Hardsuit
Blood-Red Magboots
Composition X-4
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 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 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. 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. |