Difference between revisions of "Nuclear Agent Items"
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| 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. | | 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. | | 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 === | |||
{{Item | |||
| bgcolor1 = #ffd0d0 | |||
| bgcolor2 = #ff8888 | |||
| name = Sniper Rifle | |||
| image = sniper.png | |||
| foundin = Ordered via syndicate uplink, costs 16 telecrystals. | |||
| usedfor = 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 === | |||
{{Item | |||
| bgcolor1 = #ffd0d0 | |||
| bgcolor2 = #ff8888 | |||
| name = Donksoft SMG | |||
| image = FoamSubmachineGun.png | |||
| foundin = Ordered via syndicate uplink, costs 5 telecrystals. | |||
| usedfor = 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 === | |||
{{Item | |||
| bgcolor1 = #ffd0d0 | |||
| bgcolor2 = #ff8888 | |||
| name = Donksoft LMG | |||
| image = FoamMachineGun.png | |||
| foundin = Ordered via syndicate uplink, costs 10 telecrystals. | |||
| usedfor = 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 === | |||
{{Item | |||
| bgcolor1 = #ffd0d0 | |||
| bgcolor2 = #ff8888 | |||
| name = Atmos Gas Grenades | |||
| image = grenadecluster.png | |||
| foundin = Ordered via syndicate uplink, costs 11 telecrystals. | |||
| usedfor = 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. | |||
}} | }} | ||
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| 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. | | 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. | | 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. | ||
}} | }} | ||
Revision as of 22:36, 9 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 | |
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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
Sniper Rifle | |
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File:Sniper.png | 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
Toy Machine Gun
Atmos Gas Grenades
Atmos Gas Grenades | |
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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
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. |
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. |