Difference between revisions of "Nuclear Agent Items"
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| An additional 6 round magazine for the Sniper Rifle. Each round is capable of penetrating an unlimited number of targets and objects in its path up to a range of sixty tiles. | | An additional 6 round magazine for the Sniper Rifle. Each round is capable of penetrating an unlimited number of targets and objects in its path up to a range of sixty tiles. | ||
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== Space Suits and Hardsuits == | |||
{| 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="width: 150pt; center;" | Item | |||
| style="width: 50pt; center;" | Cost | |||
| style="width: 50pt;" class="unsortable" | Coverage | |||
| style="width: 30pt;" class="unsortable" | Brute | |||
| style="width: 30pt;" class="unsortable" | Bullet | |||
| style="width: 30pt;" class="unsortable" | Laser | |||
| style="width: 30pt;" class="unsortable" | Energy | |||
| style="width: 30pt;" class="unsortable" | Bomb | |||
| style="width: 30pt;" class="unsortable" | Bio | |||
| style="width: 30pt;" class="unsortable" | Rad | |||
| class="unsortable" | Description | |||
|- | |||
! Blood-Red Hardsuit <br> [[File:Syndi Hardsuit.png]] | |||
| N/A | |||
| Full Body | |||
| 40 | |||
| 50 | |||
| 30 | |||
| 15 | |||
| 35 | |||
| 100 | |||
| 50 | |||
| The feared suit of a syndicate nuclear agent. Toggling the suit into combat mode will allow you all the mobility of a loose fitting uniform without sacrificing armor. Additionally the suit is collapsible, small enough to fit within a backpack. Comes packaged with internals. Nanotrasen crewmembers are trained to report red space suit sightings, these suits in particular are known to drive employees into a panic. | |||
|- | |||
! Elite Syndicate Hardsuit <br> [[File:Elite_Syndi_Hardsuit.png]] | |||
| 8 TC | |||
| Full Body | |||
| 60 | |||
| 60 | |||
| 50 | |||
| 25 | |||
| 55 | |||
| 100 | |||
| 70 | |||
| The elite Syndicate hardsuit is worn by elite Syndicate operatives. Features greater armouring to its traditional counterpart along with 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 <br> [[File:Syndi_Hardsuit.png]] | |||
| 30 TC | |||
| Full Body | |||
| 40 | |||
| 50 | |||
| 30 | |||
| 15 | |||
| 35 | |||
| 100 | |||
| 50 | |||
| 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. | |||
|} | |} | ||
== Devices and Tools == | == Devices and Tools == | ||
=== Blood-Red Magboots === | === Blood-Red Magboots === | ||
{{Item | {{Item |
Revision as of 00:06, 29 December 2018
Assigned to:Shadeykins
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.
Item | Cost | Damage Type | Damage | Description |
Flamethrower File:Flamethrower.png |
11 TC | Burn | 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. |
---|---|---|---|---|
Bulldog Shotgun |
N/A | Variable | Variable | 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 taser shot. |
C-20r Submachine Gun |
14 TC | Brute Stamina |
20 65 |
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 three round bursts or semi-automatic. |
M-90gl Carbine |
18 TC | Brute Explosive |
35 Variable |
A three-round burst 5.56 toploading carbine, designated 'M-90gl' with an attached underbarrel grenade launcher which can be toggled on and off. An ideal weapon for medium to long range, the M-90gl is capable of effectively stopping targets in as little as two bursts. |
L6 Squad Automatic Weapon |
40 TC | Brute | 60 | 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 |
16 TC | Variable | Variable | 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. 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 |
5 TC | Stamina | 25 | 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. |
Toy Machine Gun |
10 TC | Stamina | 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. |
Atmos Gas Grenades |
11 TC | Variable | Variable | 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 |
15 TC | Chemical | Variable | 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 |
8 TC | Brute | 15 | 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, they are deadly in close-quarters scenarios. |
Grenadier Belt |
30 TC | Variable | Variable | A belt that starts with 25 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, 2 small plasma fire grenades, 10 frag grenades (does not breach station floors, can embed shrapnels in people hit), 2 syndicate minibombs |
Syndicate Cyborg |
50 TC | Variable | Variable | 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 |
90 TC | Variable | Variable | 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 |
140 TC | Variable | Variable | 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
Ammunition for the various weapons employed by Nuclear Agents.
Space Suits and Hardsuits
Devices and Tools
Blood-Red Magboots
Advanced Blood-Red Magboots
Composition X-4
Medbeam Gun
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 Detonator
Assault Pod Targeting Device
Teleporter Circuit Board
Teleporter Circuit Board | |
---|---|
File:CircuitboardTele.png | Found in: Ordered via syndicate uplink, costs 20 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. |