Difference between revisions of "Nuclear Agent Items"
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Nuclear Operatives also get access to [[Traitor Items]] with the exception of the following equipment: | Nuclear Operatives also get access to [[Traitor Items]] with the exception of the following equipment: | ||
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* [[File:Energy_crossbow.png|32px]] Energy Crossbow | * [[File:Energy_crossbow.png|32px]] Energy Crossbow | ||
* [[File:Combathypo.gif|32px]] Holoparasite | * [[File:Combathypo.gif|32px]] Holoparasite |
Revision as of 17:41, 28 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. |
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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. |
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.
Item | Cost | Damage Type | Damage | Description |
Box of Bioterror Syringes |
6 TC | Chemical | Variable | 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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Drum Magazine - 12g Buckshot File:BulldogBuck.png |
2 TC | Brute | 15 | 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. Each pellet in a shell deals 15 brute damage with damage falloff the further away a target is. |
Drum Magazine - 12g Slugs File:BulldogSlugs.png |
2 TC | Brute | 60 | An additional 8-round slug magazine for use in the Bulldog shotgun. Slugs are capable of quickly taking down even the most armoured of targets. |
Drum Magazine - 12g Stun Slug |
3 TC | Brute Stun |
5 5 secs |
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 |
2 TC | Brute Burn |
5 Variable |
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. |
Shotgun Ammo Grab Bag |
10 TC | N/A | N/A | 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 |
2 TC | Brute Stamina |
20 65 |
An additional 20 round magazine for the C-20r Submachine Gun. |
Toploader Magazine - 5.56 |
2 TC | Brute | 35 | An additional 30 round magazine for the M-90gl. |
Ammo Box - 40mm Grenades |
4 TC | Brute Explosive |
60 Variable |
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 |
12 TC | Brute | 60 | An additional 50 round magazine for the L6-SAW. |
Box of Riot Darts |
2 TC | Stamina | 25 | This ammo box contains 40 additional riot foam darts which can be used to load the Toy Submachine Gun or the Toy Machine Gun. |
.50 Magazine |
4 TC | Brute | 70 | An additional 6 round magazine for the Sniper Rifle. Headshots will kill a target instantly. |
.50 Soporific Magazine |
6 TC | Sleep | 40 secs | An additional 6 round magazine for the Sniper Rifle. Rounds deal 0 damage, but instantly put a target to sleep. |
.50 Hemorrhage Magazine |
4 TC | Brute | 14.7 | An additional 6 round magazine for the Sniper Rifle. On top of 14.7 brute damage, each shot reduces blood count level by 18% and may cause internal bleeding. |
.50 Penetrator Magazine |
4 TC | Brute | 60 | 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. |
Devices and Tools
Blood-Red Hardsuit
Elite Syndicate Hardsuit
Shielded Syndicate Hardsuit
Blood-Red Magboots
Advanced 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 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. |